Expose transform tools when in weight paint mode with pose-mode enabled,
displaying transform tools in the toolbar, as is already done in
object & pose mode.
These are only shown when weight-paint + pose mode are active at once.
This allows single key-strokes to activate tools, needed when
tool-access is set as the default action for G/R/S key bindings.
Reviewed By: JulienKaspar
Ref D13028
Even never-shown RNA properties should have at least a description, as
this is used by API doc generation scripts.
NOTE: this is more of an opportunistic set of changes than a proper
complete fix of that loack of documentation.
* Fix systematic skipping of labels when they are the same as
the identifier (Some cases are valid, like `RGB` or `HSV` e.g.).
* Add instead heuristics checks to skip non-UI properties (non-capitalized,
or same name as identifier and Operator properties, mainly).
* Skip `bl_icon` and `icon` properties.
* Properly search for properties in all parent classes (some cases with
e.g. `Panel` would break due to intermediary utils classes, leading to
those internal UI properties not being skipped as expected).
Related to T43295.
The name and tooltip were talking about file-lists, which exposes the
fact that the Asset Browser uses the File Browser code in the UI, which
we shouldn't do. This can confuse users.
Instead have a dedicated operator for the Asset Browser with a proper
name and tooltip.
Before this, the search button was quite small really, not much text would fit
into it. Increase the size a bit, but not too much to still make the layout
work in smaller area sizes.
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.
Now that object assets are no longer considered experimental, the Assets
submenu can always be shown (regardless of the Extended Asset Browser
experimental feature).
In the 3D Viewport, add an "Assets" submenu to the Objects menu, for the
same operators as available in the outliner: Mark as Asset, Clear Asset,
Clear Asset (Set Fake User).
Since object assets are still considered experimental, the menu is only
shown when the Extended Asset Browser experimental feature is enabled.
In future use cases, a volume can contain many grids that represent the
density information. In this case, it's better if the volume to mesh node
creates a mesh based on all of the grids in the volume.
This is also a benefit to share-ability, since one doesn't have to
specify the grid name in the node. Instead, in the future we can have
a way to split particular grids into separate volumes, if only one
grid should be considered.
The code changes are relatively simple:
- Move the old volume to mesh node to the legacy folder.
- Run the volume to mesh node on all instance geometry, like elsewhere.
- Make the blenkernel's volume to mesh API a bit more specific.
Differential Revision: https://developer.blender.org/D12997
Cycles:Distance Scrambling for Cycles Sobol Sampler
This option implements micro jittering an is based on the INRIA
research paper [[ https://hal.inria.fr/hal-01325702/document | on micro jittering ]]
and work by Lukas Stockner for implementing the scrambling distance.
It works by controlling the correlation between pixels by either using
a user supplied value or an adaptive algorithm to limit the maximum
deviation of the sample values between pixels.
This is a follow up of https://developer.blender.org/D12316
The PMJ version can be found here: https://developer.blender.org/D12511
Reviewed By: leesonw
Differential Revision: https://developer.blender.org/D12318
Currently, both inactive and active tabs are using the `Region Text` theme property.
This patch makes it so active tabs use `Region Text Highlight`.
Since this check is done in other places already but was simply missing in this case, I believe this was just an oversight and not a design decision.
Top is master, bottom is this patch:
{F11520838, size=full}
This allows this kind of tab highlight, not possible before since all tabs would have white text.
{F11520873, size=full}
Reviewed By: #user_interface, Severin
Differential Revision: https://developer.blender.org/D13003
Avoid blocking the UI when searching for animation channels with Ctrl+F.
Instead of showing a single text input in a blocking popup, Ctrl+F now
just focuses the search box above the channel list. It feels nicer to
use and has the niceties that come from using that textbox, like
searching per keystroke, compared to the old pop-up method.
As the behaviour of the operator has changed considerably, this also
changes the operator name from `anim.channels_find` to
`anim.channels_select_filter` and updates the keymaps.
Reviewed By: ChrisLend, sybren
Differential Revision: https://developer.blender.org/D12146
This patch makes the background grid of the node editor a grid of dots
instead of lines. This makes the background look a bit more subtle and
reduces visual complexity. The dots are meant to provide a reference
when panning and zooming. Based on the design of @pablovazquez, and
a patch originally authored by @fabian_schempp.
The "Grid Levels" controls how many levels of dots are drawn. As the
editor zooms in, the higher levels of dots fade in, making them closer
together visually. The zoom factor at which each grid starts and ends
fading in is controllable in the code, and could be tweaked further
in the future. The new default value is 7, out of a range from 0 to 9.
Differential Revision: https://developer.blender.org/D10345
The also moves all the image operators into one menu.
The goal here is to expose the operators in the UI so they
work with the operator search and to make the UI consistent.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12808
This patch makes the layout of the custom property panel more coherent
with the rest of the property editor interface, makes it less busy,
allows more space for the buttons for the actual properties, and
simplifies editing values of unsupported property types or long arrays.
- Remove the box around each property.
- Use an non-embossed X icon for deleting.
- Use an "edit" icon instead of the text for the meta-data edit operator.
The "gear" icon used for editing isn't ideal here.
- Increase the max array length for drawing the values directly to 8.
- Add an "Edit Property Value" operator for dictionaries or longer arrays.
- Replace the "Library Override" text with an icon.
- Use a proper split factor, the same as the rest of the UI.
Differential Revision: https://developer.blender.org/D12805
The NLA editor is in need of a design overhaul, hopefully for 3.1 or 3.2.
This should be a project on itself, however, the worst offender currently is the use of
gradients on strips. Something that can be fixed easily.
{F11390293, size=full, loop, autoplay}
A simple replace of `UI_draw_roundbox_shade_x` for `UI_draw_roundbox_4fv` brings strips
in line with how other areas are drawn.
This patch also:
* Remove embossed lines around active action channel.
* Highlight the strip while being moved.
This patch does not include any theme changes. This will be tackled separately.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12968
This adds a new image texture node for geometry nodes. It does not
reuse the same node that is used in shading, because we want to be
able to expose the image and frame as sockets.
There is a known update issue when a movie or image sequence is
used. That will be fixed separately (also see D12957).
Currently, the image socket is just a pointer to an Image ID data block.
This can contain single images but also movies and image sequences.
In the future, the definition of an image socket can be expanded to
include images that are generated from scratch in the node tree.
For more details read the discussion in D12827.
Some of the code is a direct port from cycles and should be cleaned
up a bit in the future. For example `image_cubic_texture_lookup`.
For still images, the frame input is ignored. Otherwise, the frame
has to be in a valid range for the node to work. In the future we
may add e.g. automatic looping functionality.
Differential Revision: https://developer.blender.org/D12827
This patch renames the node "String Substring" to "Slice String"
to conform to the "verb first" naming convention.
Default length is also changed to 10 to make it easier for users
to understand what the node does.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12931
* Open File Browser when pressing "Add Asset Library". This just makes sense,
since users have to select a directory for the asset library anyway.
* Move '+' icon back to the right side of the box. Then it is right under the
'x' icons for each indivdual library, which seems like the more natural
place.
* Correct tooltip for the "Add Asset Library" operator.
* Mark empty asset library name or paths field in red, to make clear that these
need to be set.
This node takes a geometry set with instances as input and outputs
points located on the origins of the top level of instances in the
geometry set (not nested instances). It also has position and radius
inputs to allow overriding the default, and a selection input to only
generate points for some instances.
The use case for this node is a method to use geometry proximity on
instance origins, but in a more generic way that is flexible and useful
in other situations.
Differential Revision: https://developer.blender.org/D12893
Fixes several notable mistakes and missing information
regarding the API documentation (*.rst).
This will allow API stub generators like bpystubgen or
fake-bpy-module to produce more accurate result.
Differential Revision: https://developer.blender.org/D12639