Following operators now only report messages back when they are called via their invoke-methods:
- ANIM_OT_keyframe_insert
- ANIM_OT_keyframe_insert_by_name
- ANIM_OT_keyframe_insert_menu
- ANIM_OT_keyframe_delete
- ANIM_OT_keyframe_clear_v3d
- ANIM_OT_keyframe_delete_v3d
Also removed the attribute confirm_success from the following operators:
- ANIM_OT_keyframe_insert
- ANIM_OT_keyframe_insert_by_name
- ANIM_OT_keyframe_insert_menu
- ANIM_OT_keyframe_delete
- ANIM_OT_keyframe_delete_by_name
Note: addons/scripts possibly need to be updated if they use the above operators AND set the "confirm_success" attribute
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12697
The issues:
1.) When we want to remove keyframes from a range of frames in an
action,
then we can use bpy.ops.anim.keyframe_delete_v3d to remove the keys
frame by frame. However, whenever the operator hits a frame with no
keyframes, then it generates an error. While when it hits a frame
with keyframes, then it reports the numbner of removed keys.
This creates a lot of unnecessary noise in the Blender console.
2.) Furthermore a related issue is that WM_event_add_notifier() is
called also when no frames where removed. This seems to significantly
slow down the removal of keyframes in a range of frames at least
when i use vscode for debugging.
A proposal for improvement:
This patch adds an attribute 'confirm_success' which controls
if the operator reports back what it did (or did not) while
executing. Silent mode would then be called like this:
bpy.ops.anim.keyframe_delete_v3d(confirm_success=False)
Note: confirm_success is True by default so this patchj does not
change the behavior of Blender, it only gives the option to scripts.
3.) Personal note:
I have chosen the attribute name to be equal as it is used
in other related operators. However i rather would rename the
attribute to "verbose" (preferred) or "with_confirm". But i let this
to be decided by the reviewers. Thanks for your time to review!
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12629
Currently the Drivers Editor shows this (the blue thing can be dragged
to change frame):
{F10647661}
But the Drivers Editors X axis is the output of the driver [which can be
further tweaked by the curve] not time(frame).
So it seems better to not mix them here, it is just confusing to have
two different units on one axis.
Especially since what we really want to look at in X (the drivers output
value) can be in a totally unrelated range compared to frames, so e.g.
we might be interested in a drivers range from 0.0 to 1.0 and a
framerange of 100 to 200, so putting this on one axis just does not make
sense. Better to use a separate timeline for this.
Note 2.79 also did not do this.
Maniphest Tasks: T91157
Differential Revision: https://developer.blender.org/D12392
Whilst in pose-mode, the selection filter only includes other objects in
pose-mode instead of the object selection.
This makes sense as the selection of the pose bones what the user as
acting on in the 3D view.
The object selection only makes sense to use in object mode.
Reviewed By: sybren
Maniphest Tasks: T81922
Ref D12494
No functional change.
The shader is complicated by itself, having hardcoded values makes it
even more cryptic.
I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.
Differential Revision: https://developer.blender.org/D12615
Add tools for image manipulation in sequencer preview region.
This includes:
- Translate, rotate and resize operators, tools and gizmos
- Origin for image transformation
- Median point and individual origins pivot modes
- Select and Box select operator works in preview
- Image overlay drawing
ref T90156
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12105
This enabled multithreaded building of the keys that needs to be drawn
in the timeline (and other action editors).
On an AMD Ryzen 3800 using a mocap data test file (available in patch)
the performance went from 2fps to 8fps. The performance increase depends
on the number of rows of keyframes that is shown in for example the
timeline editor.
Each row will be using a different thread. Currently the bottleneck is
the summary channel that we could split up in the future even more (
although that is a complex refactoring work).
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D12198
Change data structure of keylists. Reducing the balancing overhead and therefore increases performance.
| **Function** | **Master** | **Patch** |
|`draw_summary_channel`| 0.202105s| 0.083874s |
When adding items to the keylist it will store it in a linked list. This linked list is
accompanied with the length (key_len) and a `last_accessed_column`. last_accessed_column is a cursor
that improve the performance when adding new items as they are mostly ordered by frame numbers.
last_accessed_column is reset when a new fcurve/mask/... is added to the keylist.
Before searching or array access. the listbase needs to be converted to an array.
`ED_keylist_prepare_for_direct_access`. After that the caller can use
`ED_keylist_find_*` or `ED_keylist_array*` functions.
The internal array can also be accessed via the `ED_keylist_listbase` function.
The items inside the array link to the previous/next item in the list.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D12052
Support extracting identifiers RNA paths into fixed size buffer
since the maximum size of the identifier is known all cases.
- Add BLI_str_unescape_ex to support limiting the destination buffer.
- Add BLI_str_quoted_substr to copy values into a fixed size buffer.
Use BLI_str_quoted_substr_range instead of in-line
quote extraction to resolve:
- Bone names containing quotes caused flip to fail.
- Missing NULL check if a matching quote could not be found.
channel names
Working with multiple strips keyframes was unneccessarily difficult in
Animation Editors (since some anim channels could not be distinguished).
Namely `Crop` and `Transform` are nested structs (nested under
`Sequence`), so these were just displaying the raw struct name.
Also strip modifiers did not have their strip name in their channel
names. Now include the strip name for these.
before
{F10277439}
after
{F10277441}
Maniphest Tasks: T90595
Differential Revision: https://developer.blender.org/D12193
This change reduces the GPU context switches when drawing keyframes.
In the previous situation the keyframe blocks and keyframe keys were
drawn per channel. With this patch first all the keyframe blocks are
drawn for all channels and after that the keyframe keys are collected
for all channels and send to the GPU in a single draw call.
This makes the internal naming consistent with the public API. And also gives
us a visibility_flag rather than restrictflag that can be extended with more
flags.
When channels are scrolled to be (partially) behind the search bar,
their widget buttons would still be interactive, preventing the seach
buttons to be usable.
We have to make sure the events are consumed from the search and dont
reach other UI blocks.
We can do so by flagging the block `UI_BLOCK_CLIP_EVENTS` -- but also
have to make sure the bounds are calculated correctly (otherwise the
check relating `UI_BLOCK_CLIP_EVENTS` in `ui_but_find_mouse_over_ex` wont
trigger properly.
Maniphest Tasks: T90364
Differential Revision: https://developer.blender.org/D12103
For T78995 we want to change the data structure of keylists to
improve performance. (Probably a Vector with bin-search capabilities).
This patch hides the internal structure of the keylists behind `AnimKeylist`
structure. This allows us to change the internals without 'breaking' where it is
being used.
The change adds functions to create, free, find and walk over the
keylist.
Reviewed By: sybren
Maniphest Tasks: T78995
Differential Revision: https://developer.blender.org/D11974
The channel box selection was offset for grease pencil layers.
This is a proposed fix by @yann-lty
Before:
{F10227973}
After:
{F10227974}
Reviewed By: #grease_pencil, antoniov
Maniphest Tasks: T89952
Differential Revision: https://developer.blender.org/D11962
Confusingly, BKE_scene_frame_get did not match the frame number as expected by
BKE_scene_frame_set. Instead it return the value after time remapping, which
is commonly named "ctime".
* Rename BKE_scene_frame_get to BKE_scene_ctime_get
* Add a new BKE_scene_frame_get that matches BKE_scene_frame_set
* Use int/float depending if fractional frame is expected
Correctly reset `prev` and `next` pointers of action group FCurves when
separating them into distinct `ListBase`s per `bActionGroup`.
These `NULL` pointers are necessary to temporarily demarcate the start &
end of the `bActionGroup::channels` list. Having them still point to
other FCurves caused ordering issues when moving curves towards the
start/end of a group.
This commit corrects the above issue and adds versioning code to rectify
any ordering issues that may have been caused. For this purpose the
`BKE_action_groups_reconstruct()` function is rewritten to avoid relying
on the `bAction::curves` list order or `prev` link integrity.
Differential Revision: https://developer.blender.org/D11811
Use "Snap Playhead to Strips" option to enable playhead snapping.
Change behavior of CTRL key to invert snapping similar to transform operator.
Currently this option is disabled by default. It makes editing quite unpleasant
for me personally, but ideally I should gather feedback from more users.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D11745
Partially revert 7fc220517f, as it
introduced two issues:
- Deleting keys without active keying set was no longer possible, and
- there was no more confirmation popup.
Pressing {key Alt I} in the 3D Viewport now executes
`ANIM_OT_keyframe_delete_v3d`, adjusted to suit both T88068 and T89592:
- If there is an active keying set, delete keys according to that keying
set.
- Otherwise, behave as `ANIM_OT_keyframe_delete_v3d` did before, that
is, delete all keyframes of the selected object and in pose-mode also
of selected bones.
Remove duplicate code from the `ANIM_OT_keyframe_delete` operator. The
actions of the removed code are already performed by the preceding
`keyingset_get_from_op_with_error()` call.
No functional changes.