This adds baking support to simulation nodes.
The following features are supported:
* Bake simulation nodes of selected objects from the new "Baking" panel in the
object properties.
* Free baked/cached simulation data.
* The bake is stored on disk in a folder next to the .blend file (so it's necessary
to save before baking works).
* Baked data is detected automatically when reloading the file.
* The data stored on disk is partially deduplicated. Only duplicates that can be
detected using implicit-sharing are taken into account.
* The baked data can contain meshes, curves, pointclouds and instances.
* The simulation state is written using a combination raw binary files for the
data arrays and `.json` for meta data. Other formats besides `.json` could be
used (most code is agnostic to that), but json is the easiest to use right now and
seems to be good enough the common use cases (note that the size of the `.json`
files do not depend on how large e.g. the baked mesh is).
* During baking, there is a progress bar and it can be interrupted using escape.
Limitations:
* Volumes are not written to disk yet.
* Currently it always bakes the entire scene frame range.
* Baking subframes is supported internally, but is not exposed in the UI.
* Currently, all attributes are written, but that is likely not necessary in most
cases (e.g. selection attributes are written as well).
Pull Request: blender/blender#106937
The node outputs the index of the closest element to itself. See #102387
for the original design.
This is different from the Sample Nearest node in two important ways:
* It does not have a geometry input, instead the geometry is taken from the
field evaluation context.
* The node can exclude the "current" element from the search.
* The group id input can be used to build subsets of elements that only
consider each other as neighbors and ignore elements with other ids.
Pull Request: blender/blender#104619
An operator to allow interactive text selection for 3D Text Objects.
This is from the code of Yash Dabhade (yashdabhade) for GSoC 2022
with corrections and simplifications. Also includes double-click for
word selection.
Pull Request: blender/blender#106915
This patch adds several tools and options to the weight paint mode of Grease Pencil.
* Blur tool: smooths out vertex weights, by calculating a gaussian blur of adjacent vertices.
* Average tool: painting the average weight from all weights under the brush.
* Smear tool: smudges weights by grabbing the weights under the brush and 'dragging' them.
* With the + and - icons in the toolbar, the user can easily switch between adding and subtracting weight while drawing weights.
* With shortcut `D` you can toggle between these two.
* The auto-normalize options ensures that all bone-deforming vertex groups add up to 1.0 while weight painting.
* With `Ctrl-F` a radial control for weight is invoked (in addition to the radial controls for brush size and strength).
* With `Ctrl-RMB` the user can sample the weight. This sets the brush Weight from the weight under the cursor.
* When painting weights in vertex groups for bones, the user can quickly switch to another vertex group by clicking on a bone with `Ctrl-LMB`.
For this to work, follow these steps:
* Select the armature and switch to Pose Mode.
* Select your Grease Pencil object and switch immediately to Weight Paint Mode.
* Select a bone in the armature with `Ctrl-LMB`. The corresponding vertex group is automatically activated.
Pull Request: blender/blender#106663
Do not show asset metadata "description", "license", "copyright", or
"author" if they are empty AND read-only, since they can't be edited
and contain no useful information to show.
Pull Request: blender/blender#105812
This adds new movement types TEXT_BEGIN and TEXT_END to allow
FONT_OT_move and FONT_OT_move_select operators move the text
cursor (caret) to the top and bottom of the text.
Pull Request: blender/blender#106196
This allows toggling of text styles of selected text and at the current
mouse cursor position if nothing is selected.
Pull Request: blender/blender#107048
Adds a submenu to the File Browser selected item context menu that
allows opening the item or viewing the location in an OS browsing
window. On Win32 also allows other actions like editing, searching,
opening command prompt, etc.
Pull Request: blender/blender#104531
Changed the menu operators:
Expand Mask by Topology (hotkey Shift A)
Expand Mask by Normals (hotkey Shift Alt A)
Expand Face Set by Topology (hotkey Shift W)
Expand Active Face Set (hotkey Shift Alt W)
so that their hotkeys would appear in their menu entries.
Resolves#104023
Co-authored-by: DisquietingFridge <30654622+DisquietingFridge@users.noreply.github.com>
Pull Request: #104568
Rebased for main instead of sculpt-dev
The built-in brush identifier didn't match the enum name causing
brush assignment not to update the tool-system (clearing the tool).
Resolve by using generate_from_enum_ex(..) to avoid each brush
definition having to manually duplicate enum definitions.
Also avoid using a dict as a default argument. While it didn't cause
problems - in general it's bad practice and worth avoiding as any
modifications produce strange behavior.
Use names:
- `tool_settings` instead of `ts`.
- `props` instead of `op` / `prop` / `op_props`
As Python may reference operators, don't confuse the operator
properties with an instance of the operator.
In both cases these names were already used for most scripts.
Change Text Object character `kern` member to float from int, and allow
fractional changes to kerning with Shift-Alt-arrows.
Pull Request: blender/blender#105181
- "Lens" can be a transparent object used in cameras, or specifically
its property of focal length
- "Empty" can be an adjective meaning void, or an object type. The
latter is already disambiguated using `ID_ID`
- "New" and "Old" are adjectives that can have agreements in some
languages
- "Modified" is an adjective that can have agreement in some languages
- "Clipping" can be a property of a camera, or a behavior of the
mirror modifier
- "Value" in HSV nodes, see #105113
- "Area" in the Face Area geometry node, can mean a measurement or a
window type
- "New" is an adjective that can have agreement
- "Tab" can be a UI element or a whitespace character
- "Volume" can mean a measurement or an object type. The latter is
already disambiguated using `ID_ID`
These changes introduce the new `BLT_I18NCONTEXT_TIME` translation
context.
They also remove `BLT_I18NCONTEXT_VIRTUAL_REALITY`, which I added at
one point but then couldn't find which messages I wanted to fix with
it.
Ref #43295
Pull Request: #106718
Mistake in ba25023d22, updated the drawing code with the wrong function
call. So when setting the add-ons category to "User", add-ons installed
in the user paths (custom paths configured in Preferences) wouldn't show
up.
When loading an external file in the text editor, the footer text
stating "File: <file>" or "File: <file> (unsaved)" was not translated,
because the translation happened after string formatting, and the
message was thus not found in the po files.
Pull Request: blender/blender#106716
It was that names of related "combo" operations
like Hue/Saturation/Value, *Dilate/Erode*
and Brightness/Contrast should be separated
by slashes in their names.
This patch changes this for the multiple nodes
and operators concerning Hue/Saturation/Value
across Blender.
Note1: This patch should only touch UI names
which do not need versioning and should not
break scripts.
Note2: This breaks first letter fuzzy search
for "hsv". It was noted by @HooglyBoogly that
the "/" character needs to be added to the
fuzzy search split list. Note however that such
search is already broken in Main for nodes like
Brightness/Contrast and Dilate/Erode which
already use slash separators
Pull Request: blender/blender#106721
Rename *Bright/Contrast* to *Brightness/Contrast* in order to avoid the use of shortened names and improve consistency within Blender and with industry conventions.
Reasoning:
The modified color characteristic is called *brightness*, not *bright*. You don't modify the *bright* of an image.
This also interferes with search in case someone searches for brightness, producing no results.
*Note: This patch should only touch UI names which do not need versioning. It leaves the actual property name in nodes for a future breaking release.*
Pull Request: blender/blender#104998
Makes it possible to select multiple custom script directories in Preferences >
File Paths, replacing the single Scripts path option. Each of these directories
supports the regular script directory layout with a startup file (or files?),
add-ons, modules and presets.
When installing an add-on, the script directory can be chosen.
NOTE: Deprecates the `bpy.types.PreferencesFilePaths.script_directory`
property, and replaces `bpy.utils.script_path_pref` with
`bpy.utils.script_paths_pref`.
Pull Request: blender/blender#104876
The Exit Group menu entry was mistakenly only whown for nodes who are
themselves also group nodes. It should be show for any node inside a
group.
Pull Request: blender/blender#106643
Introduce a context manager that temporarily overrides a UILayout's
operator context.
Instead of writing this:
```py
default_op_context = layout.context
layout.context = 'OTHER_VALUE'
layout.do_stuff()
layout.context = default_op_context
```
you can now write this:
```py
from bl_ui_utils.layout import operator_context
with operator_context(layout, 'OTHER_VALUE'):
layout.do_stuff()
```
This is also exception-safe; it will always ensure the layout's operator
context is restored when the `with` body is exited, regardless of
whether that's done with an exception or regularly.
Idea in-the-hallway approved by @Sergey.
Simulation input and output nodes are currently added individually, but they always need to exist as pair. This PR modifies the _Add Node_ menu so that a single menu entry adds and input and output node together.
The `NODE_OT_add_node` operator currently adds just a single node type. A new variant of this operator is added which adds a _simulation zone_ with origin + target node instead. This requires some modification of the `NodeAddOperator` base class, moving the `node_type` property into the final implementation. Unlike the `NODE_OT_add_node` operator, the `NODE_OT_add_simulation_zone` adds 2 different node types.
After adding the two nodes, a reference needs to be added to "pair" them: Input node ("origin") stores the UID of the output node ("target") in its `output_node_id` property. So far this was detected automatically when adding an input, but this method is not very robust (e.g. it depends on order of adding nodes and adding multiple pairs can be tricky).
Now the pairing is done explicitly through an API function `node_geo_simulation_input_pair_with_output`. The `NODE_OT_add_simulation_zone` operator performs pairing of the input/output nodes after adding them. The function is accessible through RNA, so an operator may be added if necessary to allow users to fix unpaired nodes.
In addition to pairing the two nodes, the operator also positions them at a comfortable distance, as well as adding a default link between the two Geometry sockets for convenience.
Resolves#105727
Pull Request: blender/blender#106557
pgettext_tip incorrectly imported as iface_ instead of importing
pgettext_iface. These leads to incorrectly translated attribute text
shown when the user elects to translate only tooltips.
Pull Request: blender/blender#106507
Previously the only way to control the subtype was to remove the group
input or output and create it again. This commit adds a dropdown to
change an existing socket, for supported socket types.
Based on a patch by Angus Stanton: https://developer.blender.org/D15715
It was necessary to fix the UI code slightly; the layout's context
wasn't being used in calls to an operator's enum items callback.
Pull Request: blender/blender#105614
Face Nearest only works with individual projection, so always set the
`SCE_SNAP_PROJECT` flag in this case.
Also gray out the `Project Individual Elements` option in the UI if
`Face Nearest` is enabled.
And change the description to indicate that `Project Individual Elements`
is always enabled with the `Face Nearest` option.
(I feel a better design for this option needs to be considered).
This adds the select more/less operators to the weight paint mode face selection.
Just like in edit mode, press `CTRL`+`Numpad Plus/Minus` to use them.
They have also been added to the `Select` menu.
Pull Request: blender/blender#105607
This adds the select more/less operators to the weight paint mode vertex selection.
Just like in edit mode, press CTRL+Numpad Plus/Minus to use them.
They have also been added to the Select menu.
Pull Request: blender/blender#105633