Mesh: Set active attribute values edit mode operator #104426

Merged
Hans Goudey merged 8 commits from HooglyBoogly/blender:mesh-edit-attribute-set-operator into main 2023-02-15 04:35:03 +01:00
Member

This patch adds a simple operator to set values of the active attribute for
the selected element. The aim is to give simple control over attribute values
in edit mode rather than to provide the fastest workflow for most cases.
Eventually this operator might be less important compared to more advanced
attribute editing tools, but for now, exposing a little bit of functionality
is low hanging fruit and will help to see the possibilities.

The implementation mostly consists of boilerplate to register the necessary
property types for the operator and draw their UI. Beyond that, we just loop
over selected elements and set a value.

This patch adds a simple operator to set values of the active attribute for the selected element. The aim is to give simple control over attribute values in edit mode rather than to provide the fastest workflow for most cases. Eventually this operator might be less important compared to more advanced attribute editing tools, but for now, exposing a little bit of functionality is low hanging fruit and will help to see the possibilities. The implementation mostly consists of boilerplate to register the necessary property types for the operator and draw their UI. Beyond that, we just loop over selected elements and set a value.
Hans Goudey added 1 commit 2023-02-07 19:44:32 +01:00
a5db451d31 Mesh: Set active attribute values edit mode operator
This patch adds a simple operator to set values of the active attribute for
the selected element. The aim is to give simple control over attribute values
in edit mode rather than to provide the fastest workflow for most cases.
Eventually this operator might be less important compared to more advanced
attribute editing tools, but for now, exposing a little bit of functionality
is low hanging fruit and will help to see the possibilities.

The implementation mostly consists of boilerplate to register the necessary
property types for the operator and draw their UI. Beyond that, we just loop
over selected elements and set a value.
Hans Goudey added 1 commit 2023-02-07 19:49:00 +01:00
263eb412a6 Geometry Nodes: Edges to Face Groups Node
Add a new node that groups faces inside of boundary edge regions.
This is the opposite action as the existing "Face Group Boundaries" node[1].
It's also the same as some of the "Initialize Face Sets" options in sculpt mode [2].

Discussion in T102962 has favored "Group" for a name for these
sockets rather than "Set", so that is used here.

[1]: https://docs.blender.org/manual/en/3.4/modeling/geometry_nodes/mesh/face_set_boundaries.html
[2]: https://docs.blender.org/manual/en/3.5/sculpt_paint/sculpting/editing/face_sets.html#initialize-face-sets
Hans Goudey requested review from Campbell Barton 2023-02-07 19:53:18 +01:00
Hans Goudey added 1 commit 2023-02-09 18:51:22 +01:00
Hans Goudey added 28 commits 2023-02-12 22:32:57 +01:00
bc0d3c91b1 Fix #104435: Fix rna_NlaStrip_new add strip logic to be correct boolean expression
Fixed #104435: Use correct conditional logic when testing if a new NLA strip can be added in the rna_NlaStrip_new method
buildbot/vdev-code-daily-coordinator Build done. Details
2cfc4d7644
Fix #104383: don't update declaration for clipboard copy
When nodes are copied to the clipboard, they don't need their declaration.
For nodes with dynamic declaration that might depend on the node tree itself,
the declaration could not be build anyway, because the node-clipboard does
not have a node tree.

Pull Request #104432
buildbot/vdev-code-daily-coordinator Build done. Details
5c8edbd99b
Cleanup: Move 6 sculpt-session-related files and header to C++
To allow further mesh data structure refactoring. See #103343

Pull Request #104540
buildbot/vdev-code-daily-coordinator Build done. Details
7e0e07657c
GPU: Cleanup GPU_batch.h documentation and some of the API for consistency
Documented all functions, adding use case and side effects.

Also replace the use of shortened argument name by more meaningful ones.

Renamed `GPU_batch_instbuf_add_ex` and `GPU_batch_vertbuf_add_ex` to remove
the `ex` suffix as they are the main version used (removed the few usage
of the other version).

Renamed `GPU_batch_draw_instanced` to `GPU_batch_draw_instance_range` and
make it consistent with `GPU_batch_draw_range`.
2ee9c12a23 PyAPI: add bpy.utils.manual_locale_code()
Move the function for getting the language code associated with the
user manual into a utility function (from the generated
rna_manual_reference.py).

This allows other parts of Blender to create a manual URL based on the
current locale preferences and environment.

Ref !104494
8ac3096e24 Fix add-on & manual link in Help menu ignoring the current language
Use bpy.utils.manual_language_code() create manual URL's instead of
assuming English.
48d9363fa7 Cleanup: quiet clang compiler warnings
- undeclared variable warning.
- unreachable-code-return warnings.
- array-parameter, mismatch bound.
- 'requires' is a keyword in C++20, (rename to requires_flag).
buildbot/vdev-code-daily-coordinator Build done. Details
4cbe0bff34
Cleanup: spelling in comments
a8d951abdd Docs: remove malformed patterns for RNA mapping
The generator now skips these with a warning, they will need to be
corrected in the user manual.

This caused tests/python/bl_rna_manual_reference.py to fail looking
up URL's.
buildbot/vdev-code-daily-coordinator Build done. Details
c2c62c3618
RNA: return a dummy language value when WITH_INTERNATIONAL=OFF
Without this, every access to "language" would warn that the enum
value didn't match a value in the enum items.

This made the bl_rna_manual_reference.py test output practically
unusable.
buildbot/vdev-code-daily-coordinator Build done. Details
b77c82e2bb
Tests: minor updates to make bl_rna_manual_reference more useful
- Avoid flooding the output with every match that succeeds.
- Report patterns listed in the manual that don't match anything in
  Blender.
- Disable external URL lookups, this is too slow.
  Instead use a LOCAL_PREFIX (a local build of the manual)
  or skip the test.
buildbot/vdev-code-daily-coordinator Build done. Details
01480229b1
Cycles: Fix MetalRT checkbox not hooked up to device on AMD
(Follow on from D17043)
On AMD Navi2 devices the MetalRT checkbox was not hooked up properly and had no effect. This patch fixes it.

Co-authored-by: Michael Jones <michael_p_jones@apple.com>
Pull Request #104520
buildbot/vdev-code-daily-coordinator Build done. Details
51ceeb506f
Fix #104026: Click-Drag to select graph editor channels no longer working
Box-Selecting channels in the dope sheet with click-drag was no longer possible as of Blender 3.2

Due to the removal of tweak events the box select operator was always shadowed by the click operator.

Original Phabricator discussion here: https://archive.blender.org/developer/D17065

Use `WM_operator_flag_only_pass_through_on_press` on click operator to fix it

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104505
buildbot/vdev-code-daily-coordinator Build done. Details
5d30c3994e
Sequencer: Don't create undo step when click-select does nothing
When the sequencer is empty (i.e., there are no sequences),
we would have the deselect_all variable set to true called
ED_sequencer_deselect_all to select any existing sequences.

Ref !104453
buildbot/vdev-code-daily-coordinator Build done. Details
dc9f7fe64f
Fix #104514: GPencil merge down layer misses some frames
When merging two gpencil layers, if the destination layer had a keyframe
where the source layer did not, strokes of the previous keyframe
in source layer were lost in that frame.

This happened because the merge operator was looping through
frames of the source layer and appending strokes in the
corresponding destination layer, but never completing
other frames than the ones existing in the source layer.

This patch fixes it by first adding in source layer
all frames that are in destination layer.

Co-authored-by: Amelie Fondevilla <amelie.fondevilla@les-fees-speciales.coop>
Pull Request #104558
buildbot/vdev-code-daily-coordinator Build done. Details
88f9c55f7f
Sculpt: Fix Dyntopo Warnings
Because of T95965, some attributes are stored as generic attributes
in Mesh but have special handling for the conversion to BMesh.

Expose a function to tell whether certain attribute names are handled
specially in the conversion, and refactor the error checking process
to use it. Also check for generic attributes on the face domain which
wasn't done before.

Author: Hans Goudey
Reviewed By: Joseph Eagar

Co-authored-by: Joseph Eagar <joeedh@gmail.com>
Pull Request #104567
buildbot/vdev-code-daily-coordinator Build done. Details
bad2c3b9ef
Geometry Nodes: Experimental option for Volumes
Adds an experimental option under "New Features" in preferences,
which enables visibility of the new Volume Nodes.
Right now this option does nothing but will be used during development.
See #103248

Pull Request #104552
buildbot/vdev-code-daily-coordinator Build done. Details
284cdbb6cf
Cleanup: Use lambdas in mesh mapping callback, remove unused arguments
Using callback functions didn't scale well as more arguments are added.
It got very confusing when to pass tehmarguments weren't always used.
Instead use a `FunctionRef` with indices for arguments. Also remove
unused edge arguments to topology mapping functions.
buildbot/vdev-code-daily-coordinator Build done. Details
0ea15a6fbb
Fix: Inaccessible default for node group image sockets
The type was just skipped when drawing defaults for the image sockets.
923152d180 Geometry Nodes: improve parallelization in Delete/Separate Geometry node
This just adds `threading::parallel_for` and `threading::parallel_invoke` in a few
places where it can be added trivially. The run time of the `separate_geometry`
function changes from 830 ms to 413 ms in my test file.

Pull Request #104563
buildbot/vdev-code-daily-coordinator Build done. Details
fae661a1ab
Revert "Un-ignore modules in .gitmodules configuration"
This reverts commit aab707ab70.

A different solution to the submodule problem is being considered in #104573.
Revert to the previous behavior that developers are familiar with for now.
buildbot/vdev-code-daily-coordinator Build done. Details
d411be8a99
Cleanup: Use utility function to find groups in node tree
Add `contains_group` method in python api for `NodeTree` type, cleanup
`ntreeHasTree` function, reuse `ntreeHasTree` in more place in code.
The algorithm has been changed to not recheck trees by using set.

Performance gains from avoiding already checked node trees:
Based on tests, can say that for large files with a huge number
of trees, the response speed of opening the search menu in the
node editor increased by ~200 times (for really large projects
with 16 individual groups in 6 levels of nesting). Group insert
operations are also accelerated, but this is different in some cases.

Pull Request #104465
6f8c441950 Curves: Add select linked
This adds a new `select_linked` function that selects all the points
on a curve if there is at least one point already selected.
This also adds a keymap for the operator.

Co-authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104569
5c4e1ed578 UI: Make text nomenclature and ordering consistent
"Center" -> "Middle" when describing vertical alignment.
"Align X" -> "Horizontal Alignment"
"Align Y" -> "Vertical Alignment"
Vertical alignment options rearranged to be consistently top-most to
bottom-most.

---

Co-authored-by: joshua-maros <60271685+joshua-maros@users.noreply.github.com>
Pull Request #104493
buildbot/vdev-code-daily-coordinator Build done. Details
7351f533e0
Curves: Add lasso and circle select
This adds a `select_lasso` and a `select_circle` function for the Curves object. It is used in the `view3d_lasso_select` and `view3d_circle_select` operator.

Co-authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104560
buildbot/vdev-code-daily-coordinator Build done. Details
8a32d56056
Tests: Fix device list of benchmark script only showing a single GPU
Pull Request #104583
Brecht Van Lommel added this to the Modeling project 2023-02-13 09:25:32 +01:00
Hans Goudey added 1 commit 2023-02-13 22:59:00 +01:00
Hans Goudey added 1 commit 2023-02-14 03:57:50 +01:00
Campbell Barton reviewed 2023-02-15 03:38:13 +01:00
@ -0,0 +354,4 @@
ot->description = "Set values of the active attribute for selected elements";
ot->idname = "MESH_OT_attribute_set";
ot->exec = set_attribute_exec;

Prefer unique names that follow the operator naming, makes it convenient to add breakpoints, mesh_attribute_set_exec, mesh_attribute_set_ui ... etc.

Prefer unique names that follow the operator naming, makes it convenient to add breakpoints, `mesh_attribute_set_exec`, `mesh_attribute_set_ui` ... etc.
HooglyBoogly marked this conversation as resolved
Campbell Barton approved these changes 2023-02-15 03:38:32 +01:00
Campbell Barton left a comment
Owner

LGTM, (minor request inline)

LGTM, (minor request inline)
Hans Goudey added 2 commits 2023-02-15 04:28:26 +01:00
Hans Goudey merged commit 6661342dc5 into main 2023-02-15 04:35:03 +01:00
Hans Goudey deleted branch mesh-edit-attribute-set-operator 2023-02-15 04:35:04 +01:00
Member

This is nice but shoudn't this properties be exposed in the N panel?

There is precedence of this with regular custom properties
image

And even more relevant with hardcoded attributes like bevel or crease
image

Floating dialogs are a bad way to edit property values because of their lack of visibility and their volatility.

This is nice but shoudn't this properties be exposed in the N panel? There is precedence of this with regular custom properties ![image](/attachments/f1906972-7333-4e98-99c7-9a2698e5bf85) And even more relevant with hardcoded attributes like bevel or crease ![image](/attachments/1b1e86fc-8dc3-4d73-8071-7b662df1c99d) Floating dialogs are a bad way to edit property values because of their lack of visibility and their volatility.
Author
Member

This is only the first of quite a few ways we talked about to edit attributes. It was by far the simplest to implement, which made it possible to get the ability to edit attributes into 3.5. We also talked about showing the attributes in the side panel, interactive gizmos for different attribute types, and a "technical paint mode" for painting generic attributes.

This is only the first of quite a few ways we talked about to edit attributes. It was by far the simplest to implement, which made it possible to get the ability to edit attributes into 3.5. We also talked about showing the attributes in the side panel, interactive gizmos for different attribute types, and a "technical paint mode" for painting generic attributes.
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