Use the automatic property split layout (hence, change to the new 40/60% split
ratio) and add decorator buttons for animatable properties.
This actually applies to all node input buttons in the properties, e.g. world shading,
light shading, texture nodes.
Doing this makes the layout more consistent with other layouts in the
properties. But the decorators are also a useful hint for users that these
options can be animated. Previously using decorators and the automatic split
layout wasn't possible, I've done a number of changes now to have it supported.
Before I moved the socket icons to the left side, the decorators also looked
weird (two circle icons next to each other).
{F8497704} With nested items: {F8497708}
Reviewed By: William Reynish, Pablo Vazquez
Differential Revision: https://developer.blender.org/D7544
Do cross transition from current to next frame instead of displaying
one image for n frames.
Reviewed By: ISS, sergey, campbellbarton
Differential Revision: https://developer.blender.org/D7417
This introduces two alternative subdivision modes that generates
displacement on the grids that look as Simple subdivisions but while
using the Catmull-Clark subdivision type in the modifier. This way,
Simple and Catmull-Clark subdivision can be combined when creating new
levels if needed, for example, to sculpt hard surface objects.
Subdivide simple smooths the sculpted data when creating a new
subdivision level. Subdivide linear also preserves the sharpness
in the sculpted data.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7415
This implements the main unsubdivide algorithm which rebuilds a base mesh and extracts the grid's data from a high resolution mesh.
It includes the Rebuild Subdivisions operator, which generates all subdivision levels down to the level 0 base mesh.
It supports:
- Rebuilding an arbitrary number of levels (Unsubdivide) or as many levels as possible down to level 0 in a single step (Rebuild Subdivisions).
- Rebuilding with already existing grids.
- Meshes with n-gons and triangles
- Meshes with more than 2 faces per edge
- Base mesh made completely out of triangles
- Meshes without poles
- Meshes with multiple disconnected elements at the same subdivision level
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7372
Return the correct sculpt level in BKE_multires_sculpt_level_get and
enable the property in the UI
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7575
Now it's possible to select the material in context menu and new menu to select material.
The patch and workflow has been tested in greasepencil-object branch.
* New Material selector in Draw mode Context menu:
{F8499259}
* Pressing `U`key in Draw mode display material menu.
{F8503224}
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D7554
In the industry standard keymap, both deleting objects and collections
were mapped to the same keys causing confusion when only collections
could be deleted through the keymap.
This adds a new delete operator to delete all selected objects and
collections, accessible from both the keymap and context menu. Now any
selected objects and collections are deleted when Delete is chosen from
the keymap. This also updates the tooltip description which was
previously undocumented.
Resolves T67462
Neither Nuke nor Natron support OpenCV's radial distortion model
which makes it impossible to have any kind of interoperability.
The new model is available under the distortion model menu in Lens
settings.
Differential Revision: https://developer.blender.org/D7484
The current "Select Linked" operator works based on mouse position and
makes no sense to call from the menus and was removed in rB536055e1ee0b.
This patch adds an operator independent from mouse position that just
selects all bones in relation to selected bones (and adds back menu
entries, adds keymap entry CTRL+L).
The original operator is renamed to 'select_linked_pick' internally
(this is now more in line to how "Select Linked" works for meshes,
curves etc)
ref T76071
Maniphest Tasks: T76071
Differential Revision: https://developer.blender.org/D7542
There are cases when a user can accidentally assign an operator to toggle an
invalid property to e.g. left click, which shows Python errors to the users.
Rather than throw an error and e.g. break 3D viewport selection for the user,
just print an error to the console.
The root cause of such bugs should be fixed as well, but a working Blender
is most important here.
The operator in its current state is based on mouse position and doesnt
make sense to be called from a menu.
(In fact it should be called 'select_linked_pick' internally and a
separate 'select_linked' should be implemented similar to how "Select
Linked" works for meshes, curves etc -- see D7542 for this)
Note: We had the same thing for particles recently:
rBdd9dfadaac9b: remove "Select Linked" from the particle select and
context menu
rB5ca7c85e105d: Particle editmode: add mouse independent "Select Linked"
operator
Fixes T76071
Maniphest Tasks: T76071
Differential Revision: https://developer.blender.org/D7543
Remove decorate from Expand and Mute in VSE Modifiers,
since these elements aren't using decorate elsewhere.
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D7420
Removes statistics from footer and to an (optional) overlay in 3DView.
Differential Revision: https://developer.blender.org/D7410
Reviewed by Campbell Barton
There was no way for users to visually tell appart shortcut items
they've added themselves and the default ones. Both used the same 'x'
icon to remove the item.
Modified items already showed a back-arrow icon; this commit makes
user-created shortcuts use an icon that has both, a back-arrow and a
'x'.
The icon is in fact from the Movie Clip Editor, but William Reynish and
I concluded that it's not worth creating and adding a new one just to
short-term fix this small annoyance. And the icon actually fits the
purpose surprisingly well :) {F8485176}
This commit adds the initial set of particles nodes. These are fairly
low level and are expected to be put into groups that we ship with Blender.
See D7384 for a description of the individual nodes.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7384
This adds an embedded node tree to the simulation data block dna.
The UI in the `Simulation Editor` has been updated to show a list
of simulation data blocks, instead of individual node trees.
The new `SpaceNodeEditor.simulation` property wraps the existing
`SpaceNodeEditor.id` property. It allows scripts to get and set
the simulation data block that is being edited.
Reviewers: brecht, mont29
Differential Revision: https://developer.blender.org/D7301
Declare `anim.change_frame` explicitly for each editor.
In sequencer, scrubbing in editor area is possible only with
select/tweak tool.
This change is to resolve conflict between scrubbing and tool actions.
Multires uses the data of the Face Sets stored in the base mesh to
manage the grid's visibility, so these pointers can no longer be set to
NULL when editing Multires objects as they are requried for some operations.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7431