Commit Graph

6743 Commits

Author SHA1 Message Date
2d251478bb Sculpt: Fix mask from cavity settings issues
Mask from cavity can now pull settings from three
places: the operator properties, scene tool settings
or the brush.  This is needed to make the "create mask"
button work as expected.
2022-11-15 08:39:06 -08:00
2a41cd46ba Cleanup: format 2022-11-15 16:43:18 +11:00
Iliya Katueshenock
efcd587bc2 Geometry Nodes: Image Info Node
This commit adds a new "Image Info" node to retrieve various
information from an image like its width, height, and whether
it has an alpha channel. It is also possible to retrieve the FPS
and frame count of video files.

Differential Revision: https://developer.blender.org/D15042
2022-11-14 18:55:51 -06:00
Ejner Fergo
b557e4317d Gizmo toggle for Movie Clip Editor
This patch adds a "Show Gizmo" toggle to the Movie Clip Editor header, for consistency with other editors.

{F13892765}

Differential Revision: https://developer.blender.org/D16437
2022-11-14 14:35:32 +01:00
7419e291e8 Merge branch 'blender-v3.4-release' 2022-11-13 22:54:38 +05:30
b927cc9ba6 Fix T102187: Add knife tool in mesh panel
Add knife tool option in mesh panel

Reviewer: campbellbarton, JulienKaspar

Differential Revision: https://developer.blender.org/D16395
2022-11-13 22:48:24 +05:30
721fc9c1c9 UV: implement copy and paste for uv
Implement a new topology-based copy and paste solution for UVs.

Usage notes:

* Open the UV Editor

* Use the selection tools to select a Quad joined to a Triangle joined to another Quad.
* From the menu, choose UV > UV Copy
 * The UV co-ordinates for your quad<=>tri<=>quad are now stored internally

* Use the selection tools to select a different Quad joined to a Triangle joined to a Quad.
* (Optional) From the menu, choose UV > Split > Selection

* From the menu, choose UV > UV Paste
 * The UV co-ordinates for the new selection will be moved to match the stored UVs.

Repeat selection / UV Paste steps as many times as desired.
For performance considerations, see https://en.wikipedia.org/wiki/Graph_isomorphism_problem

In theory, UV Copy and Paste should work with all UV selection modes.
Please report any problems.

A copy has been made of the Graph Isomorphism code from https://github.com/stefanoquer/graphISO
Copyright (c) 2019 Stefano Quer stefano.quer@polito.it GPL v3 or later.

Additional integration code Copyright (c) 2022 by Blender Foundation, GPL v2 or later.

Maniphest Tasks: T77911
Differential Revision: https://developer.blender.org/D16278
2022-11-13 12:48:17 +13:00
Ramil Roosileht
9800312590 Mesh: Convert color attribute operator
Implements an operator to convert color attributes in
available domains and types, as described in T97106.

Differential Revision: https://developer.blender.org/D15596
2022-11-10 15:29:21 -06:00
969aa7bbfc Sculpt: Change symmetrize merge threshold and expose in workspace panel
The sculpt symmetrize operator's merge threshold now defaults
to 0.0005 instead of 0.001, which tends to be a bit too big for
metric scale.

Also changed its step and precision a bit to be more usable.
2022-11-10 10:55:09 -08:00
Julien Kaspar
659de90a32 Sculpt: Rename Show/Hide operators for consistency
This is a minor naming update to make the box hide and show operators in sculpt mode follow current naming conventions.

Reviewed by: Joseph Eagar
Differential Revision: https://developer.blender.org/D16413
Ref D16413
2022-11-10 10:47:08 -08:00
Jason Schleifer
0b4bd3ddc0 NLA: Update context menu to include meta strip operators
The meta strip operator is available in the Add menu, but not in the
context menu.

This patch adds these two operators to the context menu:
* nla.meta_add
* nla.meta_remove

Reviewed By: sybren, RiggingDojo

Differential Revision: https://developer.blender.org/D16353
2022-11-10 12:07:29 +01:00
683b945917 Cleanup: format 2022-11-09 21:07:09 +11:00
4c182aef7c GPencil: Make Sculpt Auto-masking Global and not by Brush
The auto-masking was working by Brush and this was very
inconvenient because it was necessary set the options by
Brush, now the options are global and can be set at once.

Also, the automa-masking now works with `and` logic
and not with `or` as before. That means that a stroke
must meet all the conditions of the masking.

Added new Layer and Material options to masking the 
strokes using the same Layer/Material of the selected stroke.
Before, only Active Layer and Active Material could be masked.

The options of masking has been moved to the top-bar using
the same design of Mesh Sculpt masking.

As result of the changes above, the following props changed:

Removed:

`brush.gpencil_settings.use_automasking_strokes`
`brush.gpencil_settings.use_automasking_layer`
`brush.gpencil_settings.use_automasking_material`

Added:

`tool_settings.gpencil_sculpt.use_automasking_stroke`
`tool_settings.gpencil_sculpt.use_automasking_layer_stroke`
`tool_settings.gpencil_sculpt.use_automasking_material_stroke`
`tool_settings.gpencil_sculpt.use_automasking_layer_active`
`tool_settings.gpencil_sculpt.use_automasking_material_active`


Reviewed by: Julien Kaspar, Matias Mendiola, Daniel Martinez Lara
2022-11-08 16:55:59 +01:00
Pablo Vazquez
28e952dacd UI: Sort items in Weight Locks menu
Reorder the items in the `Locks` menu:
* Split into three groups: Lock, Unlock, Invert.
* Use icon only in the first item of each group, following the HIG.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D16383
2022-11-06 02:28:48 +01:00
5a90bbf716 Cleanup: format 2022-11-02 11:20:06 +11:00
cf98518055 Nodes: Add node group assets in add menu
This patch builds on the work from bdb5754147 to add node group
assets directly in the node editor add menu. Assets are added after
separators to distinguish them, but otherwise they look like any other
node. The catalog trees from all configured libraries are used to build
the menu hierarchy. Only catalogs with matching asset types are used
though.

There are a few limitations of this initial version. For now this only
supports geometry nodes. Support for other built-in node systems just
requires some refactoring of the corresponding add menu though. Lazy
loading will be added in a followup commit. For now there is a label
the first time the menu is opened.

Like the search menu integration, re-saving asset library files in 3.4
is required, if it hasn't been done already.

Implementation wise, there is a some ugly code here. A lot of that is
because the asset system isn't complete. The RNA API doesn't work well
yet, and the system isn't built to interact with multiple libraries at
once. It's also ugly because of the way we combine automatic menu
generation with builtin menus. As noted in a code comment, these two
systems could be merged completely so that the menus for builtin nodes
are also generated in the same way.

Differential Revision: https://developer.blender.org/D16135
2022-11-01 16:09:58 +01:00
2186d58d1c Fix T102045: Properties Editor Attribute panels errors when pinning mesh
When pinning a Mesh, we cannot rely on the context object.
Instead, use the context mesh now.
For vertexgroups names [which are still on the object API wise], this
means name collisions cannot be checked when pinning a Mesh (so print
this as a warning in that case)

Maniphest Tasks: T102045

Differential Revision: https://developer.blender.org/D16333
2022-10-26 09:10:50 +02:00
Stephen Seo
59a0b49c10 Video rendering: FFMpeg AV1 codec encoding support
Previously, the Blender video renderer did not have support for
encoding video to AV1 (not to be confused with the container AVI).
The proposed solution is to leverage the existing FFMpeg renderer
to encode to AV1.

Note that avcodec_find_encoder(AV_CODEC_ID_AV1) usually returns
"libaom-av1" which is the "reference implementation" for AV1 encoding
(the default for FFMpeg, and is slow). "libsvtav1" is faster and
preferred so there is extra handling when fetching the AV1 codec for
encoding such that "libsvtav1" is used when possible.

This commit should only affect the options available for video
rendering, which includes the additional AV1 codec to choose from, and
setting "-crf".

Also note that the current release of FFMpeg for ArchLinux does not
support "-crf" for "libsvtav1", but the equivalent option "-qp" is
supported and used as a fallback when "libsvtav1" is used (as
mentioned here: https://trac.ffmpeg.org/wiki/Encode/AV1#SVT-AV1 ).
(Actually, both "-crf" and "-qp" is specified with the same value in
the code. When a release of FFMpeg obtains support for "-crf" for
"libsvtav1" is released, the code shouldn't be needed to change.)

The usage of the AV1 codec should be very similar to the usage of the
H264 codec, but is limited to the "mp4" and "mkv" containers.

This patch pertains to the "VFX & Video" module, as its main purpose
is to supplement the Video Sequencer tool with the additional AV1
codec for encoded video output.

Differential Revision: https://developer.blender.org/D14920

Reviewed By: sergey , ISS, zeddb
2022-10-21 20:10:17 -06:00
2180e6fc9f Curves: make the "surface_uv_map" a searchable dropdown
The users had to type in a name here, but we can also make it a dropdown
choice with existing UV Maps for convenience:
- dont have to remember a name or copy paste obviously
- shows in red if it was removed / invalid

Came up in T101028

Maniphest Tasks: T101028

Differential Revision: https://developer.blender.org/D15956
2022-10-19 11:56:27 +02:00
4163c63def Curves sculptmode: fix missing mode and tool in Brush Specials
For consistency with other brush based (paint) systems we should add
these entries in the brushes context menu.
For this, expose the brushes `ob_mode` to RNA and show this (along with
the tool choice) to the appropriate menus.

Differential Revision: https://developer.blender.org/D16287
2022-10-19 08:53:09 +02:00
96fa5e1e84 Cleanup: remove unused 'VIEW3D_MT_brush_context_menu_paint_modes'
This was added in rB4c9fe657458f, however that new code never used this
menu (but the existing `VIEW3D_MT_brush_paint_modes` instead).

Differential Revision: https://developer.blender.org/D16285
2022-10-19 08:50:38 +02:00
Pablo Vazquez
db40b62252 Sculpt: Auto-masking UI improvements
Add auto-masking as a popover in the header while in Sculpt mode,
following the design in T101593.

These properties were present in the Options panel (and popover),
they have been removed from there.

Moreover, this commit makes the auto-masking section in Brush settings
match the new popover.

In the future this popover can be used for other modes that support
auto-masking such as Grease Pencil.

See D16145 for details and screenshots.

Reviewed By: JulienKaspar

Differential Revision: https://developer.blender.org/D16145
2022-10-17 11:23:16 +02:00
6beeba1ef5 Nodes: Duplicate Linked operator + User Preference option for Node Tree
This operator (Alt + D) allows users to explicitly create a linked copy
of a group node (same current behaviour for the Duplicate operator).

The duplicate operator (Shift + D) now takes the new User Preference
duplicate data option for Node Tree into account. It is by default
disabled, leading to no functional change for users.

Although we could make in the future make this option "on" by default,
to make it consistent with the rest of Blender we do not at the time.

Differential Revision: https://developer.blender.org/D16210
2022-10-13 20:06:20 +02:00
3f64b88684 Cleanup: use function style casts for C++, format & spelling 2022-10-12 10:39:12 +11:00
b7decab07e UV: add grid shape source to the uv editor, and add new "pixel" option
This change is part of a wider set of changes to implement Grid and Pixel
snapping in the UV Editor. This particular change adds a new third option,
`pixel grid`, to the previous grid options, `dynamic grid` and `fixed grid`.

Maniphest Tasks : T78391

Differential Revision: https://developer.blender.org/D16197
2022-10-12 11:27:41 +13:00
Pratik Borhade
9a6dc39d4b Sculpt: Fix T101694: Change operator for unhide face sets
In 22c3db72ca `SHOW_ALL` has been removed from
`face_set_change_visibility`. Instead `SCULPT_OT_reveal_all` is now used
for unhiding all face sets.

Reviewed By: Joseph Eagar & Julian Kaspar
Differential Revision: https://developer.blender.org/D16199
Ref D16199
2022-10-11 02:49:45 -07:00
Damien Picard
b099cf73ae I18n: disambiguate or extract a few messages
Disambiguate:
- "Active Only" (GPencil copy material and layer, add NLA modifier)
- "Clip" (movie clip, image extension mode)
- "Emission" (particles)
- "New" (scene)
- "Tracking" (movie clip)

Extract:
- "ViewLayer", the default view layer name when creating new scene

Ref T43295

Reviewed By: mont29

Maniphest Tasks: T43295

Differential Revision: https://developer.blender.org/D16196
2022-10-10 13:03:26 +02:00
781d03efe4 Preferences: support loading factory settings only for app-templates
When app-templates are enabled, support resetting defaults only for the
app-templates.

Without this, it's not possible to reset app-template preferences
without also resetting the default preferences for all settings the
app-template does not override (used when there is no application
template loaded, and other app-templates).

These additional menu items are shown in menus when an app-template has
been loaded.

Address issue raised by T96427.

Reviewed By: mont29, brecht

Ref D16150
2022-10-07 10:50:17 +11:00
247af8cf5b UI Translations: Add context to 'New' menu entries for files.
Aftermath of rBf5d67f3fdf2d and rBa096248d1253, from D16159 (did not
apply direclty).
2022-10-06 10:16:09 +02:00
68ea6c85ab Fix: File context menu broken after recent commit
layout.menu does not have a text_context argument.
f5d67f3fdf
2022-10-06 12:49:22 +11:00
a096248d12 Fix: File menu broken after recent commit
layout.menu does not have a text_context argument.
f5d67f3fdf
2022-10-05 13:48:01 -05:00
9a633b967a Revert "Geometry Nodes: Add index input to Edge Vertices node"
Unfortunately this commit changed behavior in a fundamental way that
can't be addressed without larger changes. Previously the position
outputs were evaluated on the edge domain and then interpolated to the
context domain, which could be useful for some rudimentary mesh smoothing.
After the commit they were just evaluated at the specified index, which
looks practically random when evaluated on a different domain. We may need
a new node that doesn't have the implicit behavior in the future.

This reverts commit 4ddc5a936e.
2022-10-05 11:38:53 -05:00
424df9ea87 Fix T101610: UV Sphere missing from geometry nodes menu
Caused by 837144b457
2022-10-05 11:02:45 -05:00
Damien Picard
f5d67f3fdf I18n: disambiguate a few messages
- Active Track (NLA vs movie clip)
- New (file)
- Object Index (loop cut)
- Object Index (render pass)
- Proxy Storage (sequence)
- Rim (Solidify modifier)
- Roughness (particle children)
- Spaces (text whitespace)
- Out (sequencer wipe transition)

Also make new asset tag name translatable.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D16067
2022-10-05 17:53:37 +02:00
634e4a49d6 Fix T101334: Paint Texture Slots appear greyed out
To the user, this looks like a disfunctional thing (usually greying out
is used for props having no effect).

The greying out is caused by
{rB8b7cd1ed2a17e40661101eea4adae99e8e3d02e9}.
Above commit disabled the direct renaming of images in the
`TEXTURE_UL_texpaintslots` UIList (and instead displays the texture slot
directly as a prop -- which has its `PROP_EDITABLE` flag cleared)
(from the commit message):
> A limitation of this patch is that is isn't possible anymore to rename
images directly from
> the selection panel. This is currently allowed in master. But as
CustomDataLayers
> aren't ID fields and not owned by the material supporting this wouldn't
be easy.

To work around the UI confusion (but still keep the non-editable nature
of the property), now just display this as a label.

Maniphest Tasks: T101334

Differential Revision: https://developer.blender.org/D16138
2022-10-05 13:41:59 +02:00
4ddc5a936e Geometry Nodes: Add index input to Edge Vertices node
Previously the edge index was always determined by the field context,
and the node didn't work when the context was in any other domain.
Adding an index input makes it work much more nicely with the other
topology nodes. It's now in the topology submenu too.

I also reimplemented the edge positions input to use the field at index
node internally. That will probably make it slower for now, but we need
to optimize that to do nothing in some special cases anyway.

Differential Revision: https://developer.blender.org/D16105
2022-10-03 16:54:23 -05:00
c3b6e37254 Geometry Nodes: Rename Control Point Neighbors Node
Rename the node to "Offset Point in Curve"

Since this was committed, more mesh and curve topology nodes have been
committed with a different naming scheme (482d431bb6). Change
the name of this node to match "Offset Corner in Face". Because the
node was only added recently, it's a full rename, including the ID,
so forward compatibility is broken.
2022-10-03 16:41:58 -05:00
748fda32ed Geometry Nodes: Set Curve Normal
This node allows for curves to have their evaluated normal mode changed
between MINIMUM_TWIST and Z_UP. A selection input allows for choosing
which spline in the curves object will be affected.

Differential Revision: D16118
2022-10-03 15:50:21 -05:00
e65598b4fa Geometry Nodes: new Sample UV Surface node
This node allows sampling an attribute on a mesh surface based
on a UV coordinate. Internally, this has to do a "reverse uv lookup",
i.e. the node has to find the polygon that corresponds to the uv
coordinate. Therefore, the uv map of the mesh should not have
overlapping faces.

Differential Revision: https://developer.blender.org/D15440
2022-10-03 16:06:29 +02:00
68ac737d48 Cleanup: format 2022-09-30 10:28:11 +02:00
d2e576f34c GPencil: Remove Fill use_collide_only option
After a lot of testing, this option is not required and
now this is managed by stroke_collsion.

If the stroke_collision is enabled, only collide strokes 
are used.
2022-09-29 14:58:29 +02:00
fae975dd54 UI: Nodes re-organize the nodes in alphabetical order
This was a regression introduced after the 3.3 release.

This fix T101452
2022-09-29 11:13:27 +02:00
bbc69563d0 Sculpt: Normal-based automasking modes
Two new normal-based automasking modes.

The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.

The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.

Each mode has an associated angular limit and a falloff.

Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
2022-09-28 23:21:56 -07:00
9cfa8b945a Cleanup: format 2022-09-29 10:11:42 +10:00
0156a677c7 Sculpt: New Cavity Automasking Mode
Add new cavity automasking mode based on local mesh
curvature.  Cavity masking is a great way to quickly add
detail in crevices and the like.  It's meant to be used
with the Paint brush in color attribute mode.  It does
work with other brushes but the results can be unpredictable.

{F13131497}

The old "dirty mask" operator has been replace with a new
"mask from cavity" operator that shares the same code with
cavity automasking.

Differences from the sculpt-dev implementation:
    * It uses the word "cavity."  When I first implemented
this I wasn't aware
      this feature existed in other software (and other
paint modes in Blender),
      and for reasons that escape me today I initially
decided to call it a concave or
      concavity mask.
    * The cavity factor works a bit differently.  It's
      no longer non-linear and functions as a simple
      scale around 0.5f.
    * Supports custom curves.
    * Supports blurring.

Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton
Differential Revision: https://developer.blender.org/D15122
Ref D15122
2022-09-28 16:22:34 -07:00
482d431bb6 Geometry Nodes: Curve and mesh topology access nodes
This patch contains an initial set of nodes to access basic
mesh topology information, as explored in T100020.

The nodes allow six direct topology mappings for meshes:
- **Corner -> Face** The face a corner is in, the index in the face
- **Vertex -> Edge** Choose an edge attached to the vertex
- **Vertex -> Corner** Choose a corner attached to the vertex
- **Corner -> Edge** The next and previous edge at each face corner
- **Corner -> Vertex** The vertex associated with a corner
- **Corner -> Corner** Offset a corner index within a face

And two new topology mappings for curves:
- **Curve -> Points** Choose a point within a curve
- **Point -> Curve** The curve a point is in, the index in the curve

The idea is that some of the 16 possible mesh mappings are more
important, and that this is a useful set of nodes to start exploring
this area. For mappings with an arbitrary number of connections, we
must sort them and use an index to choose a single element, because
geometry nodes does not support list fields. Note that the sort
index has repeating behavior as it goes over the "Total" number of
connections, and negative sort indices choose from the end.

Currently which of the "start" elements is used is determined by the
field context, so the "Field at Index" and "Interpolate Domain" nodes
will be quite important. Also, currently the "Sort Index" inputs are
clamped to the number of connections.

One important feature that isn't implemented here is using the winding
order for the output elements. This can be a separate mode for some
of these nodes. It will be optional because of the performance impact.

There are several todos for separate commits after this:
- Rename "Control Point Neighbors" to be consistent with this naming
- Version away the "Vertex Neighbors" node which is fully redundant now
- Implement a special case for when no weights are used for performance
- De-duplicating some of the sorting logic between the nodes
- Improve performance and memory use of topology mappings
- Look into caching some of the mappings on meshes

Differential Revision: https://developer.blender.org/D16029
2022-09-28 14:38:27 -05:00
c55d38f00b Geometry Nodes: viewport preview
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.

**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
  makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
  is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
  its active or not.

**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
  When pinned, the spreadsheet still references the viewer node even
  when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
  the active viewer.

**Attribute**
* When a field is linked to the second input of the viewer node it is
  displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
  automatically. This does not work in all cases. It falls back to the
  face corner domain on meshes and the point domain on curves. When
  necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
  that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.

**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
  setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
  by disabling the "Viewer Node" option in the "View" menu.

**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
  is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
  field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
  attribute.
* The ground truth for the active viewer node is stored in the workspace
  now. Node editors, spreadsheets and viewports retrieve the active
  viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
  the viewed geometry of the corresponding object is part of the iterator
  instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
  to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
  existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
  "preferred domain" for every field input. If there is not exactly one
  preferred domain, the fallback is used.

Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
  added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
  the values might have to be normalized or some should be drawn as arrays.
  For now, we encourage users to build node groups that generate appropriate
  viewer-geometry. We might include some of that functionality in future versions.
  Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
  nvidia gpus, to be investigated.

Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
fe19de5fcc GPencil: Fill Tool - Check if extensions collide with real strokes
This commit is an improvement in the previous fill tool
changes in order to improve how the extended strokes
are managed.

* Now, the algorithm checks if the extend cross a standard stroke, not only extend strokes.

* Option to enable or disable the stroke cross checking
because this can be slow in very complex scenes.

* Added `D` key to toggle stroke cross option.

* Option to use only collide strokes to be used as fill limit.

If the option to use only collide strokes is enabled, the
open extensions are in different color.

* Status text now shows mode and the actual extend factor.

This commits also contains a refactor of the loops
to use arrays as much as possible.

Reviewed By: mendio, pepeland

Differential Revision: https://developer.blender.org/D16052
2022-09-28 15:44:20 +02:00
0084b8635f Fix T101398: Transfer Attribute node still defined in menu
Removing this item was missed in 837144b457.
2022-09-27 07:49:21 -05:00
78952518e7 Cleanup: format 2022-09-27 16:36:27 +10:00