This adds the following operators to edit mode:
- `select_all`
- `select_random`
- `select_end`
Differential Revision: https://developer.blender.org/D17047
This fixes the UI alignment issues that were introduced by {D12815} with the addition of the boolean custom properties.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D17012
A proper boolean custom property type is commonly requested. This
commit simply adds a new `IDP_BOOLEAN` type that can be used for
boolean and boolean array custom properties. This can also be used
for exposing boolean node sockets in the geometry nodes modifier.
I've just extended the places existing IDProperty types are used, and
tested with the custom property edit operator and the python console.
Adding another IDProperty type is a straightforward extension of the
existing design.
Differential Revision: https://developer.blender.org/D12815
An apostrophe should not be used because it is not a mark of plural,
even for initialisms. This involves mostly comments, but a few UI
messages are affected as well.
Differential Revision: https://developer.blender.org/D16749
- Follow sphinx conventions for doc-strings.
- Use __slots__ for KeyframesCo as dynamically assigning new members
isn't needed.
- Import from bpy.types instead of assigning.
- Split typing imports across multiple lines as they tend to become
quite large.
When accessing certain structure fields from Python, they return
mathutils types instead of generic arrays (this is based on subtype).
This exposes this information in the Python API documentation.
Differential Revision: https://developer.blender.org/D16626
I18n: make a few messages translatable
* Missing Paths * in the Presets menu when no preset exists yet.
The White Noise entry in the Add Node menu is the only one lacking a "Texture" suffix, which doesn't seem justified since the node itself is already called "White Noise Texture". Rename the entry its name can be extracted and used for the node--and for consistency.
New object material node names (Principled BSDF, Material Output) come from a preset node tree. The nodes' names need to be translated after creation.
Extract the "Fallback Tool" pie menu title.
Translate grease pencil options in the viewport overlay menu.
Ref T102030.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16345
Some operator layout buttons with custom text did not get the proper
context: they'd get * instead of Operator.
This was probably never noticed because the only operator that
actually had this issue was Import Images as Planes in the Add menu.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15993
- The label for modal keymaps was extracted but did not use the proper
context on translation.
- Same goes for modal keymap items.
- Extract the UI messages from rna_keymap_ui.py
- Translate global keymap names.
- Use the proper context in the status bar for the tool prompt operator
Ref T102071
Maniphest Tasks: T102071
Differential Revision: https://developer.blender.org/D16348
Avoid accessing freed memory from dynamically allocated EnumPropertyItem
arrays. Rely on the memory being held by the iterator which isn't the
case when it was converted to a tuple.
For debugging it is useful to known the active GPU backend. Although
it could be determined from looking at the extensions, this is easier
to understand when not activly working in this area.
Show the windowing environment on non MS-Windows/Apple systems,
since X11/WAYLAND are selected startup there was no convenient way
for users to know which back-end was being used.
Include the windowing environment in the About splash & system-info.txt
since it will be useful for handling bug reports.
This commit adds a private API call not intended for general use
as I would like to be able to remove this later and it's only needed
in the specific case of testing if Blender is using WAYLAND or X11
(which maybe be used via XWayland).
Python scripts can already inspect the system to check which windowing
environment used, the API call is mainly useful for troubleshooting.
Since add-on info was made translatable in D15747, user-installed
add-ons could also get their info extracted. This led to having
different messages depending on the environment of the Blender doing
the I18n messages update.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15963
Adding object-data that doesn't support edit-mode would raise an
exception when the "Enter Edit Mode" preferences was enabled.
Other changes:
- Don't attempt to enter edit-mode for library-data.
- Support entering edit-mode for grease-pencil objects.
Alternate fix for the issue raised by D15999.
There were two issues with the unit extraction regex:
- it didn't take the inches, feet, arcminutes and arcseconds symbols
into accounts, which aren’t letters but ' and ";
- some units have more than one B_UNIT_DEF_* flag.
This allows extracting feet, inches, square millimeters, cubic
millimeters, arcminutes, and arcseconds.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16144
When check_all=True was passed,
- `os.path.join(bpy.utils.resource_path('USER'), "scripts")`
was used instead of BLENDER_USER_SCRIPTS.
- `os.path.join(bpy.utils.resource_path('SYSTEM'), "scripts")`
was used instead of BLENDER_SYSTEM_SCRIPTS.
Other minor changes:
- Simplify collecting paths.
- Don't add user-directories multiple times when check_all=True.
- Normalize paths before before checking duplicates to reduce the
change the same path is added multiple times.
Found these issues while investigating T101389.
Initializing the sys.path on startup attempted to add subdirectories
of {BLENDER_SYSTEM_SCRIPTS}:
- ./modules/modules
- ./modules/startup
As the directories aren't expected to exist there is no need to add them.
Also improved comments for path searching logic.
This simplifies python code.
When we call a method like shader.uniform_float("color", (1,1,1,1)),
we expect the shader's uniform to be updated regardless of whether the
shader is bound or not.
And `batch.draw()` already calls `GPU_shader_bind` inside.
Differential Revision: https://developer.blender.org/D15929
The per-keymap user preferences messages were not extracted. This goes
through the keymap preferences RNA, as well as Python files for UI.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15871
When saving, the default file name is "untitled" regardless of
selected language. This can be translated, like many graphical
applications do.
This applies to:
- blend file
- alembic file
- collada file
- obj file
- usd file
- rendered image
- grease pencil export
- subtitles export
- other Python exports through ExportHelper
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15868
Since rB6269d66da, creating formats no longer depends solely on the
shader, but now depends on the dimensions used to fill the VBOs.
This allows 3D shaders to work flawlessly when assigned dimensions are
2D.
So there's no real benefit to us having shaders that are limited to 2D
use anymore.
This limitation makes it difficult to implement other builtin shaders
as they indirectly require a 2D version.
So this commit removes the 2D versions of the builtin sahders used in
Python , renames the string enums but keeps the old enums working for
backward compatibility.
(This brings parts of the changes reviewed in D15836).
With the new `attrs_info_get` method, we can get information about
the attributes used in a `GPUShader` and thus have more freedom in the
automatic creation of `GPUVertFormat`s
Reviewed By: fclem, campbellbarton
Differential Revision: https://developer.blender.org/D15764
The info provided by add-ons is very valuable to users, yet it wasn’t translatable yet.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15747