Replace the 'armature layers' operator (which would toggle visibility of
armature layers) with the 'bone collections' menu (which allows assigning
to and unassigning from bone collections). The functionality of these
operators is quite different, but it unifies the behaviour between
armature pose and edit modes.
Selecting which bone collections are visible in the 3D Viewport may be
reintroduced after nestable bone collections are implemented. Otherwise
the list of bone collections will likely become unwieldy.
This is a compatibility breaking change to rename all usages of the name
`asset_library_ref` with `asset_library_reference`. Brecht recently
suggested that such abbreviations should be avoided in public API names.
There's no need to use the asset handle type here anymore, it can just
use the asset representation type that is supposed to replace it.
Part of #102877 and #108806.
f6a6b27ac1 made the asset representation type available through context
wherever asset handle was previously. This moves us closer to replacing
the asset handle type.
Part of #102877 and #108806.
Line art doesn't take sequencer scene override camera into account when
computing line results, now it will try to get override camera info from
render and use that camera if line art override camera itself isn't set.
This will however not fix VSE preview line art result, since the preview
render doesn't give actual camera object, but rather uses a set of clip
planes and matrix info, thus it's probably not possible to do preview
camera override under current architecture.
Pull Request: https://projects.blender.org/blender/blender/pulls/110287
The asset handle type is supposed to be replaced by the asset
representation type. It is designed for the asset system as opposed to
the file browser backend. With d421ebac5e, d04cd3f3e6 and f6a6b27ac1, it
can now do everything that is needed in Python to be a replacement.
591a1ae323 removed all usages of these members in the asset handle and
the file entry wrapped by the asset handle. All this should now be
accessed via the `bpy.types.AssetRepresentation` type instead, which is
available everywhere the `AssetHandle` type was available before.
Part of #102877 and #108806.
The asset handle type is supposed to be replaced by the asset
representation type. It is designed for the asset system as opposed to
the file browser backend. With d421ebac5e, d04cd3f3e6 and f6a6b27ac1, it
can now do everything that is needed in Python to be a replacement.
With this commit the asset handle type and the file handle type it uses
is almost entirely replaced in Python files (only for the asset view
template we require a collection property taking asset handles still,
for internal reasons.)
Part of #102877 and #108806.
Makes the asset representation type available in RNA/BPY context
whenever the asset handle type is, so that it can be used instead. See
d04cd3f3e6. With this change we can now replace virtually all usages of
the asset handle type in Python with the asset representation. (Only for
the asset view template we require a collection property taking asset
handles still, for internal reasons.)
Idea is now to first get rid of all usages of asset handle in Python,
so that there's almost no need for further compatibility breaking
changes (unsure if the asset view template can be removed for 4.0
already though). Internal hacks related to it can be removed at any time
still.
Part of #102877 and #108806.
Blender has the option to disable SSBO support. This was accessible
as a command line option `--debug-gpu-disable-ssbo`.
Blender 4.0 has a hard requirement for OpenGL 4.3 which includes
SSBO support by default.
This PR removes the command line option as it makes no sense to
have it anymore.
Related to #112224
Pull Request: https://projects.blender.org/blender/blender/pulls/112571
The asset handle type is supposed to be replaced by the asset
representation type. It is designed for the asset system as opposed to
the file browser backend. This commit adds more members to its RNA type
to query data, so more usages of the asset handle type in Python can be
converted.
Part of #102877 and #108806.
A float array use different alignment and reservation rules on
GPU versus CPU. Before this change the _pad1 was aligned to 16 bytes as
it was defined as an array, but on CPU this alignment doesn't
happen.
This is fixed by using 3 floats in stead of a float array for padding.
Pull Request: https://projects.blender.org/blender/blender/pulls/112565
In Vulkan the grid overlay wasn't rendering correctly. The reason was
a mis alignment in the std430 layout. This PR fixes the std430 layout
so the grid overlay (and perhaps also other sections) would work.
Root cause is that the reserve size if an nVec3 is different when used
as an array versus a single attribute. This was not taken into account
where the overlay flag was read from uninitialized memory.
Pull Request: https://projects.blender.org/blender/blender/pulls/112564
When RNA classes called into their Python methods,
exceptions would display twice once when reported and again from
PyErr_Print. This could happen when a Python defined poll method raised
an exception.
It also wasn't possible to suppress by redirecting `sys.stderr` for
example, because reporting printed directly to the stdout.
Resolve these issues by suppressing the reports output,
leaving PyErr_Print to output errors to sys.stderr.
In armature edit mode, replace the 'bone layers' operator with the 'move
to bone collection' operator. This operator now works in both pose mode
and edit mode, and is available with the 'M' hotkey in either mode.
In #112326 the socket visibility functions were updated to take the
open/closed state of panels into account for visibility of the socket
icon. However, in "hidden" (collapsed) nodes the panels should be
ignored entirely, drawing all sockets on the root level. This requires
looking at the node flags to determine socket icon visibility, so a
simple method of `bNodeSocket` is not sufficient.
This patch moves the more complex visibility queries for sockets into
`bNode`, where both node and socket flags can be accessed. These should
be used for actual visibility rather than the plain flag accessors on
`bNodeSocket`.
Renamed `is_visible_or_panel_closed` back to just `is_visible`, the
other `is_visible` variant is now integrated in `bNode::is_socket_drawn`.
Pull Request: https://projects.blender.org/blender/blender/pulls/112520
Replacing PyErr_Print with PyErr_Display in [0] caused string errors
not to display because PyErr_Display doesn't normalize the exception.
Normalizing before displaying the error resolves this.
[0]: 6a0f98aeefcba807918c9518c73f8362c406d315
Previously BPY_python_end wasn't called when scripts called sys.exit()
because BPY_python_end exited the Python interpreter.
Change this behavior to call BPY_python_end without exiting the Python
interpreter while freeing Blender/Python data.
While leaks in the context of sys.exit aren't especially important
it's generally preferable for sys.exit() to match Blender's code-paths
for exiting to avoid unexpected behavior.
Some of the comments for exiting were outdated & vague.
Add additional comments to clarify out SystemExit, sys.exit() & atexit
are used to handle exit requests from Python within Blender.
since the color is applied both at entry and exit, using the square root
of the color would make the perceived color closer to the desired one.
This also makes the transition smoother when changing the `Transmission`
value in the UI, and matches the behaviour of EEVEE.
The pose mode 'Select Grouped' operator can now select by bone color.
This compares either the theme palette index, or the full custom color.
In other words, if custom colors are visually very similar but binary
not equal, they will be treated as different.
The last bytes of the custom colors (so `solid[3]`, `active[3]`, and
`selected[3]`) aren't used for these comparisons, as the values are
inconsistently either 0 or 255 depending on how the color was set. There
is no way to influence this with the color picker in the GUI, and AFAIK
the alpha channel isn't used for drawing either.
Add 'Bone Collection' to the 'Select Grouped' operator in pose mode.
This removes the 'Same Layer' option, and replaces it with 'Same Bone
Collection'. It selects all the bones that are in the same collections
as the active bone.
When there are multiple armatures in pose mode, the bone collections are
matched by name.
Loop cut operator should only require OpenGL in interactive mode, this
makes it possible to run background python script calling the operator.
Thanks for the help from Campbell Barton (@ideasman42)
Pull Request: https://projects.blender.org/blender/blender/pulls/112121
Now that there are different Fresnel types and the reflectance can be tinted,
it is better to sample based on the actually used Fresnel type, instead of
the original Fresnel. This also avoids computing Fresnel multiple times.
Pull Request: https://projects.blender.org/blender/blender/pulls/112158
The "(de)select bones in collection" operators only change the selection
state on the pose (when in pose mode), and thus should be able to work
even when the armature (which contains the bone collections) is read-only.
Simplify the "(de)select bones in collection" operators by removing their
'name' property. They now only operate on the active bone collection. This
means the poll function can be more specific, making the enabled/disabled
state of the buttons more sensible.
Make it possible to select bone collections in the UI, even when the
Armature is linked & not overridden. This opens up the possibility of
(de)selecting bones via read-only bone collections.
Remove the Ctrl+G shortcut (remnant of the bone group assignment operator),
and change the 'Pose / Bone Collections' menu so that it handles linked
and overridden data properly. Shift+M now shows that menu too.