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.
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
* 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.
Adds a filter popup to the header that allows specifiying which data-block
types to show. The menu automatically reflects all supported ID types, so it
shows a checkbox for materials, worlds and actions currently by default, and
all ID types with the "Extended Asset Browser" experimental feature enabled.
The checkboxes integrate better with the surrounding layout and are not that
attention grabbing. To my knowledge the only reason not to use checkboxes was
so the icons could be displayed. But this does it just like the Outliner filter
settings: Show the icon before the checkbox.
Also widen the popover a bit to fit longer labels (didn't fit before this patch
even).
Camera, lattice and speaker object types were missing there own proper
`USER_DUP_` flags, leading to not properly handling duplication of their
object data.
NOTE: We could probably simply opions here, by using categories (like
'GEOMETRY', 'SHADING', etc.) instead of exact object types. But this is
beyond bugfix scope.
Updates UI code so that we can enable the asset UI for specific data-block
types by default, i.e. irrespective of the "Extended Asset Browser"
experimental feature.
"Mark as Asset" and "Clear Asset" are always visible in the Outliner context
menu now, but are grayed out if not applicable and show a disabled hint in the
tooltip.
A known side-effect of this: The "Mark as Asset" and "Clear Asset" operators
are enabled for action data-blocks now, even though only pose actions created
through the Pose Libraries add-on are supported. If this is something worth
addressing is being discussed still.
Differential Revision: https://developer.blender.org/D12955
Reviewed by: Sybren Stüvel
This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.
The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.
Theme setting for dash opacity:
{F11370574, size=full}
{F11286177, size=full, autoplay, loop}
{F11149912, size=full}
For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12886
Show the scaled down tool icon when the tool region is collapsed. Show a
blank space when the tool region is visible.
* Minimize the UI flickering when changing the active tool.
* Show the active tool when the tool region is collapsed.
* Smaler header footprint (the tool name is not visible).
This is a follow up for T91536.
Differential Revision: https://developer.blender.org/D12939
Since 2D cursor will be used rarely in VSE and it is adding visual
noise, it will be hidden by default.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12933
For some reason the Annotate tool has an extra padding when compared to
other tools. This makes the UI to flicker a bit (specially with D12939
applied).
Differential Revision: https://developer.blender.org/D12943
* Show asset path in a (read only) text button. Makes it possible to see the
full path in the tooltip, brings support for copying the path and integrates
better with the sourrounding layout. Previous label needed lots of space to
show the full path without clipping.
* Remove "Details" panel, it only contained one item (description). That is
moved next to the name and asset path button.
* Use property split layout for name source and description buttons. Now that
there are multiple buttons, it's better to have a label for them.
* Always show operators for asset previews, just gray them out if not
applicable instead of hiding. Keeps the layout consistent and graying out is
less confusing than hiding UI elements.
Adds a button, Update All Paths, to the Motion Paths property tabs and
will always show. The operator goes through all visible objects and
updates their motion paths.
The current implementation has a subtle functional change. Calculating
or updating motion paths for armature objects (through the Object tab,
not Armature tab) now also updates the paths for its bones. We could
preserve the old behavior but it doesn't seem necessary. It seems more
likely that the animator wants to update both anyways.
Reviewed by: sybren
Maniphest Tasks: T83068
Differential Revision: https://developer.blender.org/D11667
- Rename RNA SpaceSeq.show_strip_overlay to show_overlays
matching the 3D View, the term "strip" was misleading as this is used
for the preview as well.
- Rename various RNA overlay settings to overlay_frame
since "Frame Offset" is a specific feature, avoid having both
Editor.show_overlay and SpaceSeq.show_overlays.
- Rename Editing `over_*` -> `overlay_frame_*` in DNA,
as well as flags.
Back in Blender 2.30, the GUI project brought panels into Blender among other important visual updates.
For the first time it was possible to move the wall of buttons around. Providing a clear separation
between sections (it even allowed the grouping of panels in tabs!)
During the 2.5 redesign, the separation between panels became a line on top of each panel, and panels received
theme settings for background and header colors. The default theme used the same color for both.
In 2.8 the background color of panels was different from headers in the default theme, so the separator
line was removed. While the separator line wasn't elegant (only on top, non-themeable, hard-coded emboss effect),
it provided a sort of separation between panels.
This patch solves the panels-separation by simply adding a margin space around them (not visible in default theme yet).
Even though the margin reduces the width of the working area slightly, it makes room for the upcoming always-visible scrollbars.
Other adjustments:
* Use arrow icon instead of triangle to collapse/expand
* Use rounded corners to match the rest of the UI (editor corners, nodes, etc).
{F10953929, size=full}
Margin on panels makes use of the `style->panelouter` property that hasn't been
used in a while. Also slight tweaks to `boxspace` and `templatespace` style properties so they
are multiples of 2 and operations on them round better.
There is technically no need to update the themes for them to work, so no theme changes are included in this patch.
{F10953931, size=full}
{F10953933, size=full}
{F10953934, size=full}
{F10954003, size=full}
----
A new theme setting under Style controls the roundness of all panels (added it to Style instead of ThemeSpace because I think controlling the panel roundness per editor is a bit overkill):
{F11091561, size=full, autoplay, loop}
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12814
Tools currently used by VSE don't have much useful settings, but they
use a lot of space. Therefore these headers will be hidden by default.
Property `show_region_tool_header` was added to view menu to enable tool
settings.
This could be resolved by region overlap, but it isn't working well
currently.
Differential Revision: https://developer.blender.org/D12875
This menu doesn't have an effect on the importing while in the "Current File"
asset library. This can be quite confusing.
However, just hiding the menu may be a temporary solution. Decision
actually to instead show a different menu, that allows choosing between
duplicating and reusing data on drop. This is being reviewed here
https://developer.blender.org/D12879.
Meanwhile (or in case we end up rejecting that), this change should
avoid some confusion.
Differential Revision: https://developer.blender.org/D12752
Ensure that catalog operations create an undo snapshot, and show
undo/redo operators in the asset browser.
A hidden operator `ASSET_OT_catalog_undo_push` is also added such that
add-ons can also set undo snapshots if they need.
Make the "xform" tool/gizmo available for strip transformations in the
sequencer preview window.
Because of the amount of hacks needed to make the gizmo work nicely with
multiple strips at the same time, it was decided to only show the
translate gizmo when multiple strips are selected.
This is because the transforms with multiple strips would appear buggy
because of our lack of shearing support in the transform system.
There is also currently no way to properly sync the gizmo drawing with
the transform when using multiple strips.
Reviewed By: Richard Antalik, Campbell Barton
Differential Revision: http://developer.blender.org/D12729
This caused problems calling screenshot from menu-search
which included the status text in the screenshot.
Now the status text is shown in the global status bar
for any operators called from a screen context.
- Use 2D cursor in the preview space using shortcuts
matching the UV editor and 3D view.
- Add Cursor tool, cursor transform.
- Support for cursor and bound-box pivot.
- Add pivot pie menu.
The menu to select the active Asset Library is now in the left bar (so called
"Source List", although I'd prefer "Navigation-Bar").
This has some benefits:
* All Asset Library navigation is in the left sidebar now, giving nice grouping
and a top-to-bottom & left-to-right flow of the layout. The header is focused
on view set-up now.
* Catalogs are stored inside the asset library. Makes sense to have them right
under that.
* Less content in the header allows for less wide Asset Browsers without
extensive scrolling.
* This location gives more space to add options or operators for Asset
Libraries.
Main downside I see is that the side-bar needs to be opened to change
libraries, which takes quite some space. In practice there shouldn't be need to
do this often though.
This patch fixes a crash that was recently introduced by rB5cebcb415e76.
The reason were missing poll functions in the UI and operator.
Reviewed By: ISS
Maniphest Tasks: T91873
Differential Revision: https://developer.blender.org/D12736
Add Offset/Slope/Power controls to the color balance modifier. This is
already available in compositor.
Reviewed By: sergey, ISS
Differential Revision: https://developer.blender.org/D12575
The Asset Browser now displays a tree with asset catalogs in the left
sidebar.
This replaces the asset categories. It uses the new UI tree-view API
(https://wiki.blender.org/wiki/Source/Interface/Views#Tree-View).
Buttons are displayed for adding and removing of catalogs. Parent items
can be collapsed, but the collapsed/uncollapsed state is not stored in
files yet.
Note that edits to catalogs (e.g. new or removed catalogs) are only
written to the asset library's catalog definition files when saving a
.blend.
In the "Current File" asset library, we try to show asset catalogs from
a parent asset library, or if that fails, from the directory the file is
stored in. See adaf4f56e1.
There are plenty of TODOs and smaller glitches to be fixed still. Plus a
UI polishing pass should be done.
Important missing UI features:
* Dragging assets into catalogs (WIP, close to being ready).
* Renaming catalogs
* Proper handling of catalogs in the "Current File" asset library
(currently not working well).
The "Current File" asset library is especially limited still. Since this
is the only place where you can assign assets to a catalog, this makes
the catalogs very cumbersome in general. To assign an asset to a
catalog, one has to manually copy the Catalog ID (a random hash like
number) to the asset metadata through a temporary UI in the Asset
Browser Sidebar. These limitations should be addressed over the next few
days, they are high priority.
Differential Revision: https://developer.blender.org/D12670
This patch adds color tags to VSE strips, an overlay option to toggle the colors
on and off, a section in the theme settings to define the 9 possible colors and
two ways of changing the color tag through the UI. You can change the color
through the right-click context menu, or in the strip side panel next to the
strip name.
Color tags are defined in user preferences and they can be disabled in overlay
settings.
Reviewed By: campbellbarton, ISS
Differential Revision: https://developer.blender.org/D12405
Swap the tool-header and header order so the tool-header
so the header is always next to the window edge.
Note that files saved in 3.0 will have overlapping headers when opened
in any version of Blender before this commit.
Reviewed By: Severin, fsiddi
Maniphest Tasks: T91536
Ref D12631
Implements T89789, T89792, custom grid (described as dynamic grid in
T78389) and UV grid snapping (T78391)
Replaces the default UV editor grid with 2 new types of grid :
* Custom grid: Allows the user to create an NxN grid, where the value
of N is specified by the user.
* Subdividing grid: Subdivides the UV editor grid when the user
zooms in the viewport and vice versa when zooming out.
UV snapping improvements :
* Increment snapping: Increment values for snapping are calculated based
on which grid type is being used in the UV editor
(subdividing or custom). In general the increment value is equal to
the distance between 2 visible grid lines.
* Absolute grid snap: New toggle added to increment snapping option in
the UV editor, allows UV grid snapping during translation.
Reviewed By: campbellbarton
Ref D12684
This enables fields as the official workflow for geometry nodes.
While many features are converted to use fields rather than the old
attribute workflow, many are not yet converted. In that case, the
unconverted nodes are still accessible with an experimental option.
In the coming weeks the rest of the nodes will be converted.
Differential Revision: https://developer.blender.org/D12672
The Clear Asset operator (`ASSET_OT_clear`) now clears the Fake User.
This makes it symmetrical with the Mark Asset (`ASSET_OT_mark`)
operator, which sets Fake User to ensure assets are always saved to
disk.
Clear Asset now also has a `set_fake_user` boolean option, which allows
users to Clear Asset and set Fake User in one go.
The asset browser now shows these options in the context menu:
- Clear Asset: also clears Fake User. This makes it possible to actually
remove assets from the blend file without leaving the Asset Browser.
- Clear Asset (Set Fake User): keeps the Fake User bit set. This makes
it possible to "hide" the asset from the asset browser, without
loosing the actual data.
Internally, the `ED_asset_clear_id(id)` function now always clears the
Fake User bit. If it was intended that this bit was kept set, it's up to
the caller to explicitly call `id_fake_user_set(id)` afterwards.
Manifest Task: T90844
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12663
Labels in headers reserved space for an icon even when no icon was used.
This is caused by the shared function ui_text_icon_width adding 1.5x
a buttons X-units width the the width of the string.
Menu buttons detected this and subtracted the extra padding.
Instead of adding the same workaround for labels,
add ui_text_icon_width_ex that takes a padding argument.
Add presets for 'default', 'compact' and 'none' to avoid duplicating
padding values.
This allows removal of hard-coded label scaling for the add-object tool.