These settings are used though for these strokes (see
'paint_stroke_use_dash'), should be visible in the UI as well.
This was correctly added when dashing was introduced in rB15f82278d5d4
btw., but then messed up in rBfb74dcc5d69d.
Maniphest Tasks: T87816
Differential Revision: https://developer.blender.org/D11096
These settings are used though for these strokes (see
'paint_stroke_use_dash'), should be visible in the UI as well.
This was correctly added when dashing was introduced in rB15f82278d5d4
btw., but then messed up in rBfb74dcc5d69d.
Maniphest Tasks: T87816
Differential Revision: https://developer.blender.org/D11096
This is a first version of an Attribute Transfer node. It only supports two
modes for mapping attributes from one geometry to another for now.
More options are planned for the future.
Ref T87421.
Differential Revision: https://developer.blender.org/D11037
In cases where the same node tree is used in different materials with
small changes, the wrong material could be selected.
Cause: Hair shaders GPU resources weren't updated and used the previous bound data.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11036
Add a keying set that includes location, rotation, scale, and custom
properties.
The keying set is intentionally not based on the "Whole Character"
keying set. Instead, it is generic enough to be used in both object and
pose animation, making it possible to quickly switch between animating
characters and props without switching keying sets.
This is, according to @rikkert, what the Blender Studio animators need
99.9% of the time.
Move code common to the Whole Character keying sets ("Whole Character" and
"Whole Character (Selected Bones Only)" into a mix-in class. This avoids
the need to use direct assignments like
`poll = BUILTIN_KSI_WholeCharacter.poll`.
No functional changes.
This is a first iteration of a switch node. It can only switch between
two inputs values based on a boolean. A more sophisticated switch
node that has an integer selector will probably come later.
Currently, the geometry nodes evaluator does not support lazy evaluation
of individual inputs. Therefore, all inputs will be computed currently.
An improvement to the evaluator will be worked on separately.
Ref: T85374
Differential Revision: https://developer.blender.org/D10460
This changes the following items:
- package name is now `blender-3.0.0-git.09eb04c0a865-windows64`
rather than `blender-3.00.0-git.09eb04c0a865-windows64`
- Fix version resource for blender.exe not building
- Data directories are now `3.0\...` rather than `3.00\....`
- User prefs are now in:
`c:\Users\users\AppData\Roaming\Blender Foundation\Blender\3.0\`
rather than:
`c:\Users\users\AppData\Roaming\Blender Foundation\Blender\3.00\`
- Updating startup & preferences from previous release
has a special exception for 3.0 to check for 3.93 and older.
See T87532
Ref D10986
`make lite` does not use audaspace, so some files will pollute the console with
tons of warnings about audio values not defined.
Reviewed By: nexyon, campbellbarton
Differential Revision: https://developer.blender.org/D10981
Since these were added, we decided that builtin and reserved name
attributes start with a lowercase letter. We also use "id" already in
a few nodes, so this change will be consistent with that.
When inserting a node on top of a link, the multi input socket
indices weren't updated. This fixes that and keeps the relative
order of the links the same.
Author: Wannes Malfait
Reviewed By: Fabian Schempp
Differential Revision: https://developer.blender.org/D10969
This introduces a context path to the spreadsheet editor, which contains
information about what data is shown in the spreadsheet. The context
path (breadcrumbs) can reference a specific node in a node group
hierarchy. During object evaluation, the geometry nodes modifier checks
what data is currently requested by visible spreadsheets and stores
the corresponding geometry sets separately for later access.
The context path can be updated by the user explicitely, by clicking
on the new icon in the header of nodes. Under some circumstances,
the context path is updated automatically based on Blender's context.
This patch also consolidates the "Node" and "Final" object evaluation
mode to just "Evaluated". Based on the current context path, either
the final geometry set of an object will be displayed, or the data at
a specific node.
The new preview icon in geometry nodes now behaves more like
a toggle. It can be clicked again to clear the context path in an
open spreadsheet editor.
Previously, only an object could be pinned in the spreadsheet editor.
Now it is possible to pin the entire context path. That allows two
different spreadsheets to display geometry data from two different
nodes.
The breadcrumbs in the spreadsheet header can be collapsed by
clicking on the arrow icons. It's not ideal but works well for now.
This might be changed again, if we get a data set region on the left.
Differential Revision: https://developer.blender.org/D10931
Within the 2D Animation workspace, the 'Cursor' dropdown currently displays the 'Display Cursor' incorrectly aligned.
This change fixes the alignment issue.
Reviewed By: #user_interface, #grease_pencil, antoniov
Differential Revision: https://developer.blender.org/D10614
Some operations may use no preferredResolution ({0, 0}) when calling determineResolution on inputs to check if they have resolution on their own. See MixOperation or MathOperation determineResolution implementation. In such cases {0, 0} resolution ends up being set when an input doesn't have own resolution, breaking propagation of the original preferredResolution. They don't mean to set it as resolution, it's just a check.
This patch only allows to set valid resolutions (>0). When it's 0 it may be understood as "No preferred or determined resolution" so it should not be set to give output operations another chance of finding a proper resolution by calling determineResolution again with a different preferredResolution.
Test file:
{F9932526}
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D10972
This implements the changes discussed in T87134 for including switch
object funcionality in 2.93. This includes:
- Remove the switch object operator experimental option
- Remove the option for switching objects in Edit Mode.
- Rename switch_object to transfer_mode.
- Enable the operator only in sculpt mode.
- Expose the operator in the Sculpt menu with an eyedropper modal
option.
On later releases, we could revisit enabling the operator in other mode
and object types as well as its place in the UI.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D10953
Sculpt menus were using the legacy expand operator. This updates all
entries to use the new one.
It does not make sense to use Expand from the menus as it relies on the
brush cursor position, but now all Expand shortcuts are listed in the
UI.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10952
This commit cleans up the RNA names of select mirror operators so that
they are all "Select mirror".
This makes the select menu in edit/pose mode consistent regardless of
object type.
Differential Revision: https://developer.blender.org/D7356
This is a minimal, information-only view currently, listing by default
all the override data-blocks, with their user-edited override
properties.
System-generated overrides (like the overrides of pointers to other
override data-blocks) can be shown through a filter option.
Finally, potential info or warning messages from (auto-)resync propcess
are also shown, as an icon + tooltip next to the affected items.
Part of D10855.
This is caused by rB9f323e9bf79f. When hover shortcuts are used,
we cannot use the modifier from the context (which will be the
active modifier), or they won't be hover shortcuts anymore!
There didn't use to be an editor-level "modifier" context variable,
which is why this worked before.
The fix is simple, just specify the modifier name for this particular
remove button.
Differential Revision: https://developer.blender.org/D10870
This commit adds a simple node to output the min and max of an
axis-aligned bounding box for the input geometry, as well a rectangular
prism mesh created from these values for convenience.
The initial use case for this node is a "bounding box boolean", where
doing the boolean with just a bounding box could be signigicantly
faster, for cases like cutting a hole in a wall for a window. But it's
easy to imagine other cases where it could be useful.
This node supports mesh and point cloud data right now, volume support
will come as a separate patch. Also note that there is plenty of room
to improve the performance of this node through parallelization.
Differential Revision: https://developer.blender.org/D10420
Before this change, you could have the new sculpt symmetry code and the
older weight paint symmetry code active at the same time. This would
lead to users easily trashing their weigh paint data if they were not
careful when switching between modes.
Now the specific weight paint symmetry code is an exclusive toggle so
the user can't accidentally mirror strokes and vertex groups at the same
time. This also paves the way of supporting Y and Z symmetry in the
future for weight groups mirroring if we decide to add it in the future.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10426
The following primitives needed ME_EDGEDRAW, ME_EDGERENDER edge flags:
* Grid
* Circle
Set flags on the inside edges for grid and circle triangle fan (mesh primitive nodes)
so they are visible and selectable.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10878
Use utility functions to decompose data paths and resolve the
RNA property from a data-path.
Replaces in-line string manipulation and RNA access.
This allows more complex data paths to be used, where previously string
literals in a data path could break the simple data-path handling logic.
Generic context operators now look-up the RNA properties to extract
their description (when it's available).
Add `bl_rna_utils.data_path.property_definition_from_data_path()`
to handle the details of accessing the RNA property definition.
Display the bone axes at the head (root) of the bone by default, instead
of the tail (tip), and add a slider so that it's possible to adjust this
position.
Versioning code is in place to ensure existing files behave the same
(axes shown at tail), whereas new Armatures will be using the new
default (axes shown at head).
Reviewed By: #animation_rigging, #user_interface, Severin, Sybren
Differential Revision: https://developer.blender.org/D7685
Since a few releases it is possible to process Blenders images much
more effficiently than before thanks to the `foreach_get`/`foreach_set`
methods. This new template shows how those methods can be used together
with numpy.
Differential Revision: https://developer.blender.org/D9400
This is functionality that isn't accessible via the user interface. The
API allows the creation and modification of an override template that
holds rules that needs to be checked when overriding the asset.
The API is setup that it cannot be changed after creation. Later on when
the system is more mature we will allow changing overrides operations.
NOTE: This is an experimental feature and should not be used in productions.
Reviewed By: mont29, sebbas
Differential Revision: https://developer.blender.org/D10792