Fixes T97706
Adds operator to duplicate the active color attribute layer.
Adds `"Color Attribute Specials"` menu to color attribute ui to access the `"geometry.color_attribute_duplicate"` operator.
Internally adds a function that duplicates a referenced CustomDataLayer
- `BKE_id_attribute_duplicate` mostly copies the existing `BKE_id_attribute_new`
- but gets the type and domain from the referenced layer
- and copies the data from the old layer into the new layer
Reviewed By: Joseph Eagar & Hans Goudey & Julien Kaspar
Differential Revision: https://developer.blender.org/D14823
Ref D14823
The following CMake options have been added (enabled by default),
except for the lite build configuration.
- WITH_IO_STL
- WITH_IO_WAVEFRONT_OBJ
- WITH_IO_GPENCIL (for grease pencil SVG importing).
Note that it was already possible to disable grease pencil export
by disabling WITH_PUGIXML & WITH_HARU.
This is intended to keep the lite builds fast and small for building,
linking & execution.
Reviewed By: iyadahmed2001, aras_p, antoniov, mont29
Ref D15141
Though no nodes have descriptions currently, this patch makes it
possible to add descriptions that display in the add menu, for
custom node systems and existing builtin nodes.
Differential Revision: https://developer.blender.org/D14963
Add three operators to the Collections properties panel:
- `object.instance_offset_to_cursor`, which is already available from
the Object properties panel. The operator works on the active
collection, though, so it's weird to not have it in the Collections
panel.
- `object.instance_offset_from_object` is a new operator, which performs
the same operation as above, but then based on the active object's
evaluated world position.
- `object.instance_offset_to_cursor` is also new, and performs the
opposite of the first operator: it moves the 3D cursor to the
collection's instance offset.
The first two operators make it easier to set the instance offset. The
last operator makes it possible to actually see the offset in the 3D
viewport; drawing it using some overlay could also work, but that would
be more effort to get right, and then snapping the 3D cursor would still
be useful.
The operators are placed in a popup menu, as to not clutter the
interface too much with various buttons.
Reviewed By: dfelinto, eyecandy
Differential Revision: https://developer.blender.org/D14966
A new experimentatl STL importer, written in C++. Roughly 7-9x faster than the
Python based one.
Reviewed By: Aras Pranckevicius, Hans Goudey.
Differential Revision: https://developer.blender.org/D14941
A field input node for the scale of each top-level instance transform.
The scale can be set with the "Scale Instances" node, but previously
could not be retrieved.
Differential Revision: https://developer.blender.org/D15132
A field input node for the rotation of each top-level instance transform.
The rotation can be set with the "Rotate Instances" node, but previously
could not be retrieved.
Differential Revision: https://developer.blender.org/D15131
This implements transform modes for the transform tool and Elastic
Transform. This mode uses the Kelvinlets from elastic deform to apply
the transformation to the mesh, using the cursor radius to control the
elasticity falloff.
{F9269771}
In order for this to work, the transform tool uses incremental mode when
elastic transform is enabled. This allows to integrate the displacement of
the Kelvinet in multiple steps.
Review By: Sergey Sharbin & Daniel Bystedt & Julian Kaspar & Campbell
Barton
Differential Revision: https://developer.blender.org/D9653
Ref D15041
In the latest discussions about curves/hair mesh attachement
information (T95776), it was decided to use UV coordinates to
store where on the mesh each root is. For that, we have to specify
which of the UV map attributes to use for UV lookups.
This property isn't used yet, but it will be shortly when refactoring
the attachement information in the add brush and the to particle
system conversion.
Differential Revision: https://developer.blender.org/D15115
It can be assumed that all scripts comply with basic pep8 formatting
regarding white-space, indentation etc.
Also remove note in best practices page & update `tests/python/pep8.py`.
If we want to exclude some scripts from make format,
this can be done by adding them to `ignore_files` in:
source/tools/utils_maintenance/autopep8_format_paths.py
Or using `# nopep8` for to ignore for individual lines.
Ref T98554
To make it consistent with collections, now it's possible to name the new layer created using the `Move to Layer` option.
Differential Revision: https://developer.blender.org/D15092
This commit adds a float selection to curve control points or curves,
a sculpt tool to paint the selection, and uses the selection influence
in the existing sculpt brushes.
The selection is the inverse of the "mask" from mesh sculpt mode
currently. That change is described in more detail here: T97903
Since some sculpt tools are really "per curve" tools, they use the
average point selection of all of their points. The delete brush
considers a curve selected if any of its points have a non-zero
selection.
There is a new option to choose the selection domain, which affects how
painting the selection works. You can also turn the selection off by
clicking on the active domain.
Sculpt brushes can be faster when the selection is small, because
finding selected curves or points is generally faster than the
existing brush intersection and distance checks.
The main limitation currently is that we can't see the selection in the
viewport by default. For now, to see the selection one has to add a
simple material to the curves object as shown in the differential
revision. And one has to switch to Material Preview in the 3d view.
Differential Revision: https://developer.blender.org/D14934
This commit hides "UI attributes" described in T97452 from the UI lists
in mesh, curve, and point cloud properties, and disallow accessing them
in geometry nodes.
Internal UI attributes like selection and hiding values should use the
attribute system for simplicity and performance, but we don't want to
expose those attributes in the attribute panel, which is meant for
regular user interaction. Procedural access may be misleading or cause
problems, as described in the design task above.
These attributes are added by two upcoming patches: D14934, D14685
Differential Revision: https://developer.blender.org/D15069
When expanding the data path for the context, use Context.temp_override
to extract context members. Without this, only context-members available
in the preferences were used which misses members which are likely to
be useful.
Iterate over all windows, areas and regions showing unique member as
candidates. The search is limited to WINDOW/PREVIEW region types, the
preferences space type is also excluded. See the doc-string for
rna_path_prop_search_for_context for additional notes on this.
Currently strings are used for cases where a list of identifiers would
be useful to show.
Add support for string properties to reference a callback to populate
candidates to show when editing a string. The user isn't prevented from
typing in text not found in this list, it's just useful as a reference.
Support for expanding the following strings has been added:
- Operator, menu & panel identifiers in the keymap editor.
- WM operators that reference data-paths expand using the
Python-consoles auto-complete functionality.
- Names of keying sets for insert/delete keyframe operators.
Details:
- `bpy.props.StringProperty` takes an option `search` callback.
- A new string callback has been added, set via
`RNA_def_property_string_search_func` or
`RNA_def_property_string_search_func_runtime`.
- Addresses usability issue highlighted by T89560,
where setting keying set identifiers as strings isn't practical.
- Showing additional right-aligned text in the search results is
supported but disabled by default as the text is too cramped in most
string search popups where the feature would make sense. It could be
enabled as part of other layout tweaks.
Reviewed By: brecht
Ref D14986
If the asset is stored in the current file, display the corresponding
icon in the "Source" button in the sidebar. This is a nice indicator and
helps users learn what this icon represents (it's used in the main
region without text too).
This patch makes it possible to change the precision with which to
store volume data in the NanoVDB data structure (as float, half, or
using variable bit quantization) via the previously unused precision
field in the volume data block.
It makes it possible to further reduce memory usage during
rendering, at a slight cost to the visual detail of a volume.
Differential Revision: https://developer.blender.org/D10023
Avoids having to manually enable data-blocks for user-edition when you
do not care about what should be edited by whom. Similar to default
behavior before introduction of system overrides (aka non-user-editable
overrides).
Display information about sound media in "Source" category in side panel
similar to movie resolution and framerate.
The specs are stored in the `Sequence` struct, and are extracted at
the moment of struct creation. If the "source file" is changed,
the specs change also.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D14565
Remove poll method from the `OBJECT_OT_instance_offset_from_cursor`
operator. It was checking for `context.active_object`, but not even doing
anything with the active object. It'll get in the way of exposing this
operator in another area of the interface, though.
Actually, delete the strip only deletes the container, but not the linked data. This patch adds the option to delete the scene also. This is very handy for storyboarding.
Reviewed By: ISS
Maniphest Tasks: T97683
Differential Revision: https://developer.blender.org/D14794
This operator allows to add a new scene at the same time that the strip. This is very handy for storyboarding.
Reviewed By: ISS
Maniphest Tasks: T97678
Differential Revision: https://developer.blender.org/D14790
This creates a new curves object with the name of the particle system.
The generated curves match the current evaluated state of the active hair
particle system.
Attachment information is not transferred currently.
Differential Revision: https://developer.blender.org/D14908
This patch adjusts the UI layouts for the tool header and the tool
properties in sculpt mode in a few ways. The goals are to better group
related settings, keep fundamental settings easily accessible, fix the
availability of some options, and make better use of space.
1. Remove ID template in tool header
2. Rename "Add Amount" to "Count" for add brush
3. Add "use pressure" toggles to radius and strength sliders
4. Move strength falloff to a popover
5. Move many "Add" brush settings to popover called "Curve Shape"
6. Move two "Grow/Shrink" options to a popover called "Scaling"
7. Don't display "Falloff" panel in properties when it has no effect
See the differential revision for screenshots and more reasoning.
Differential Revision: https://developer.blender.org/D14922
Add a property to the **Shade Smooth** operator to quickly enable the Mesh `use_auto_smooth` option.
The `Angle` property is exposed in the **Adjust Last Operation** panel to make it easy to tweak on multiple objects without having to go to the Properties editor.
The operator is exposed in the `Object` menu and `Object Context Menu`.
=== Demo ===
{F13066173, size=full}
Regarding the implementation, there are multiple ways to go about this (like making a whole new operator altogether), but I think a property is the cleanest/simplest.
I imagine there are simpler ways to achieve this without duplicating the `use_auto_smooth` property in the operator itself (getting it from the Mesh props?), but I couldn't find other operators doing something similar.
Reviewed By: #modeling, mont29
Differential Revision: https://developer.blender.org/D14894
This commit adds an option to interpolate the number of control points
in new curves based on the count in neighboring existing curves. The
idea is to provide a more automatic default than manually controlling
the number of points in a curve, so users don't have to think about
the resolution quite as much.
Internally, some utilities for creating new curves are extracted to a
new header file. These can be used for the various nodes and operators
that create new curves.
The top-bar UI will be adjusted in a separate patch, probably moving
all of the settings that affect the size and shape of the new curves
into a popover.
Differential Revision: https://developer.blender.org/D14877
The acquire locking of the draw manager introduced other issues.
The current implementation was a hacky solution as we know that the
final solution is something totally different {T98016}.
Related issues:
* {T97988}
* {T97600}
The acquire locking of the draw manager introduced other issues.
The current implementation was a hacky solution as we know that the
final solution is something totally different {T98016}.
Related issues:
* {T97988}
* {T97600}
For consistency with other force fields and other areas in Blender.
* Align "Use Max" and "Maximum Distance" in one line.
* Rename "Maximum Distance" to "Max Distance"
* Rename "Minimum Distance" to "Min Distance"
* Move "Minimum Distance" below maximum.