That makes the node more useful by default.
One use case is to delete some points after the Set ID node, then instance
with some randomness. Now when deleting different points, the
randomness will remain stable.
Subdivision surface: Both geometry sockets renamed to "Mesh"
Points to Volume: Use "Points" and "Volume" names
Distribute Points on Faces: Use "Mesh" input name
These are meant to provide a hint to users which type each
node is meant to use.
- Only cycle items when the cursor hasn't moved.
This matches object-mode behavior, making it possible to tweak-drag
the current selection without first cycling to the next sequence strip.
Successive clicks will still cycle sequence strips.
- For center selection, use a penalty for the active strip.
- Use a temporary selection list to avoid moving the sequence
strips out of the scene during selection
(changing their order when added back).
Replace local static mouse coordinate storage with a single function.
also resolve inconsistencies.
- Edit-mesh selection used equality check (ignoring `U.move_threshold`).
- Motion to clear tooltips checked the value without scaling by the DPI.
Also prevent the unlikely case of the previous motion check matching
a different area by resetting the value when the active region changes.
Uses the additions to the UI tree-view API from the previous commit to
enable drag & drop of asset catalogs. The catalogs will be moved in the
tree including children.
A remaining issue is that a catalog with children will always be
collapsed when dropping. I need to find a way to fix that in the
tree-view API.
There are a few improvements I can think of for the tree-item drag &
drop support, but time for these is too short. These can be done as
normal cleanups at some point.
Adds the needed bits to the UI tree-view API to support dragging
tree-view items. This isn't used yet, but will be in the following
commit for asset catalogs.
There will probably be some further tweaks to the design at some point,
for now this should work well enough for our use-cases.
Mantaflow could steal tasks from dependency graph, which under
certain conditions causes a recursive lock involving GIL.
Isolate threading done in mantaflow when it is interfaced form
the dependency graph.
Isolation done from the modifier, since the deeper calls are
branching out quite quickly.
Differential Revision: https://developer.blender.org/D13011
The label was placed right at the left border of the row highlight,
which looked weird. So add some padding to tree-row labels without icon
or collapse chevron, which makes it look more polished. As additional
benefit, it alignes the labels better with icons of other rows on the
same tree level. And the padding makes it more clear that a child is
indeed a child, not just a sibling without icon.
Unlike translating existing nodes [which disables cursor wrapping and
enables edge-panning instead since rBSa1cc7042a74], adding new nodes
would still show the old behavior of cursor wrapping.
This has been disabled for the case when the node whould be added
outside (due to menus overlapping other editors).
Now enable edge-panning for adding new nodes as well and make sure
this only starts once the mouse has returned into the inside rect once.
Maniphest Tasks: T92427
Differential Revision: https://developer.blender.org/D13005
This seems wrong and was especially noticeable since transform snapping
does account for it (which was reported in T92494).
Now divide the `DotGridLevelInfo` `step_factor` by the default of 20 for
`U.widget_unit` and scale it later by the actual interface scale.
note: when zooming, this will still always snap to the smallest dot
level (not sure, with a bit more work it could be possible to only snap
to the lowest visible level after fading?)
Maniphest Tasks: T92494
Differential Revision: https://developer.blender.org/D13002
Properties Editor
Similar to rBf9308a585ecd, use `psys_get_current` if we cant get the
active psys from context (which is only defined for the Properties
Editor). Other solution would be to define a "particle_system" context
member in other editors, but for now, stick with the simplest solution.
thx @mano-wii for additional input
Maniphest Tasks: T92402
Differential Revision: https://developer.blender.org/D13000
Lattice wires are drawn as part of "Extras". Unlike the other types
details (Cameras, Lights, Lightprobes and Speakers), Lattices actually
have boundingboxes defined, so hide the lattice wires if only the
boundingbox is requested.
Maniphest Tasks: T88443
Differential Revision: https://developer.blender.org/D11343
Avoid using underscore prefix since these typically mean the variable
shouldn't be accessed directly (it may be accessed from a macro,
or memory on the stack which is assigned to a pointer).
In this case a more meaningful name can be used for the argument
that was shadowed.
The paddings and margins were more than needed, this reduces them a bit. That
way space is used more efficiently, the small differences add up so that more
items fit into a row.
The File Browser should not be affected.
Before/after comparisons:
{F11529986} {F11529988}
{F11529987} {F11529989}
This reverts commit 03013d19d1.
This commit broke the windows build pretty badly and I don't
feel confident landing the fix for this without review.
Will post a possible fix in D12969 and we'll take it from there.
These nodes allow accessing and changing the stable/random ID used
for motion blur with instances and stable randomness.
Since rB40c3b8836b7a, the stable ID is a built-in attribute, so to be
consistent and allow changing it in the node tree like other built-in
attributes, it has get and set nodes.
Knife angle measurements were mis-aligned if a cut point was in space.
Specifically, the arc drawing would not match with the cut line.
Fixed by removing a correction for kcd->prev.cage.
This correction was originally added for panning with measurements to work.
In hindsight it is not needed and only introduces issues like this.
We already show a message when showing an asset library whose path can't be
found on disk. The red text was making it look like some fatal error happened.
And the message could be a bit more useful generally.
So this removes the red color of the text, (arguably) improves the text and
adds a button as shortcut to open the Preferences with the asset library
settings.
Differential Revision: https://developer.blender.org/D12894
Renames the operator from "Show Preferences" to "Open Preferences...". "Open"
is more clear than "Show" (since they could be shown in-place). "..." is
usually used in Blender to indicate that a new Window or popup will be opened.
Note that vanilla Blender doesn't actually show this name anywhere, so this
change shouldn't be visible. That may change, see D12894.
Feedback was that "Default" is a bit of a weird name, so switching it to "User
Library". Added versioning code which won't be entirely bullet proof (e.g. will
also rename libraries named "Default" by the user), but it doesn't have to be.
Addresses T90298.