a958ae36e8 introduced support for UI lists to reference items that would
never be shown, regardless of filter settings. This was to skip assets
in the asset view template that were not of the requested type. UI list
sorting code wasn't updated to account for such items that should be
entirely ignored.
Pull Request: https://projects.blender.org/blender/blender/pulls/109157
Add support for add-ons to define commands using the new argument
`-c` or `--command`.
Commands behave as follows:
- Passing in a command enables background mode without the need to pass
in `--background`.
- All arguments following the command are passed to the command
(without the need to use the `--` argument).
- Add-ons can define their own commands via
`bpy.utils.register_cli_command` (see examples in API docs).
- Passing in `--command help` lists all available commands.
Ref !119115
If hooks are not unregistered Blender will report a leak on exit.
Store the hooks as unique_ptrs to remove manual memory management and
encapsulate the previous global list inside a function. These changes
ensure that everything is cleaned up on termination.
Also makes a small change to the hook documentation for a missing
`import` statement.
Pull Request: https://projects.blender.org/blender/blender/pulls/118294
- "can not" -> "cannot" in many places (ambiguous, also see
Writing Style guide).
- "Bezier" -> "Bézier": proper spelling of the eponym.
- Tool keymaps: make "Uv" all caps.
- "FFMPEG" -> "FFmpeg" (official spelling)
- Use MULTIPLICATION SIGN U+00D7 instead of MULTIPLICATION X U+2715.
- "LClick" -> "LMB", "RClick" -> "RMB": this convention is used
everywhere else.
- "Save rendered the image..." -> "Save the rendered image...": typo.
- "Preserve Current retiming": title case for property.
- Bend status message: punctuation.
- "... class used to define the panel" -> "header": copy-paste error.
- "... class used to define the menu" -> "asset": copy-paste error.
- "Lights user to display objects..." -> "Lights used...": typo.
- "-setaudio require one argument" -> "requires": typo.
Some issues reported by Joan Pujolar and Tamar Mebonia.
Pull Request: https://projects.blender.org/blender/blender/pulls/117856
Added support for defining an on_import() function in
bpy.types.USDHook subclasses. If on_import() is defined
on a given USD hook, it will be invoked in import_endjob().
The implementation closely follows the existing design of
export hooks. USDHook.on_import() takes as an argument
an instance of an internally defined USDSceneImportContext
class which provides an accessor to the USD stage.
Also updated the USDHook documentation with an example
on_import() callback implementation.
Pull Request: https://projects.blender.org/blender/blender/pulls/117822
Exceptions:
* Links to personal wiki pages
* Pages that are not in the new developer docs yet (like Human Interface Guidelines)
* tools\check_wiki\check_wiki_file_structure.py needs a refactor
Added support to Drag and Drop to file handlers, part of #111242.
If file handlers are registered with an import operator they can now be
invoked with drag and drop path data.
Import operators must either declare a `filepath` StringProperty or both
a `directory` StringProperty and a `files` CollectionProperty depending
on if they support single or multiple files respectively.
Multiple FileHandlers could be valid for handling a dropped path. When
this happens a menu is shown so the user can choose which exact handler
to use for the file.
Pull Request: https://projects.blender.org/blender/blender/pulls/116047
Motivation: When discussing with @Jeroen-Bakker and @aras_p about how to
approach sorting when rendering Gaussian splats in Blender, we realised that
compute shaders could help there (and have many other use cases), and that also
due to Blender 4.0 being on OpenGL >= 4.3, we can now rely on compute shaders
existing.
This PR is an initial pass for that functionality. It comes with a Python example, which
runs a compute shader and saves the output to a texture, which is then rendered in the
viewport.
There is no exposed support for storage buffers yet, but I expect I'll be able to work on
them soon if this is accepted.
The newly added parts are:
1. `gpu.compute.dispatch()`
2. a way set the compute source to `GPUShaderCreateInfo`: `shader_info.compute_source()`
3. a way to set the image store for `GPUShaderCreateInfo`: `shader_info.image()`
4. a way to set the `local_group_size` for `GPUShaderCreateInfo`: `shader_info.local_group_size(x,y,z)`
5. a way to get `max_work_group_size` from capabilities: `gpu.capabilities.max_work_group_size_get(index)`
6. a way to get `max_work_group_count` from capabilities: `gpu.capabilities.max_work_group_count_get(index)`
Pull Request: https://projects.blender.org/blender/blender/pulls/114238
The description first described functionality that doesn't work properly.
Prefer text that is to the point with what works well, elaborating on
error prone & partially working solutions afterwards.
Also include a stub example for script authors who prefer to develop &
maintain their scripts outside of Blender.
Address issues raised by #114155.
Also fix sphinx documentation generation using incorrect identifiers
when looking up references from PyStruct types
(was looking for `bpy.app.bpy.app.driver_namespace.py`).
This adds initial support for rendering Cycles and EEVEE shaders in Hydra
render engines that support MaterialX. Not all nodes are currently
supported, see the detailed compatibility list in #112864.
Co-authored-by: Georgiy Markelov <georgiy.m.markelov@gmail.com>
Co-authored-by: Vasyl Pidhirskyi <vpidhirskyi@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111765
This commit allows invoking user-defined Python 'hook' functions to extend
the USD export functionality.
Added support for registering subclasses of a new bpy.types.USDHook
type which may implement the hooks as member functions. Supported
hook functions are on_export() and on_material_export(). Also added
definitions and Python registration for USDSceneExportContext and
USDMaterialExportContext structs that encapsulate arguments
to these functions.
Pull Request: https://projects.blender.org/blender/blender/pulls/108823
Hydra is a rendering architecture part of USD, designed to abstract the
host application from the renderer. A renderer implementing a Hydra
render delegate can run in any host application supporting Hydra, which
now includes Blender.
For external renderers this means less code to be written, and improved
performance due to a using a C++ API instead of a Python API.
Add-ons need to subclass bpy.types.HydraRenderEngine. See the example in
the Python API docs for details.
An add-on for Hydra Storm will be included as well. This is USD's
rasterizing renderer, used in other applications like usdview. For users
it can provide a preview of USD file export, and for developers it
serves a reference.
There are still limitations and missing features, especially around
materials. The remaining to do items are tracked in #110765.
This feature was contributed by AMD.
Ref #110765
Co-authored-by: Georgiy Markelov <georgiy.m.markelov@gmail.com>
Co-authored-by: Vasyl-Pidhirskyi <vpidhirskyi@gmail.com>
Co-authored-by: Brian Savery <brian.savery@gmail.com>
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/104712
Recently a user expressed interest in exporting baked animation
with B-Bone segments. Currently the python API already exposes
segment matrices via a PoseBone method, but there is no access
to the mapping of vertices to the segments.
Although currently the math is simple and easy to re-implement,
forcing Python add-ons to do that would cause a maintenance issue
if the mapping is ever changed later (it's quite dumb, ignoring
the rest pose curve, and there definitely is room for improvement).
This patch extracts the relevant math into a BKE function, and
exposes it in the python API as a new PoseBone method.
Pull Request: https://projects.blender.org/blender/blender/pulls/105419
An apostrophe should not be used because it is not a mark of plural,
even for initialisms. This involves mostly comments, but a few UI
messages are affected as well.
Differential Revision: https://developer.blender.org/D16749
The effect of CANCELLED on the undo stack is quite obscure, and
mistakenly using it after doing some changes causes confusing
behavior. It's better to describe it explicitly in the docs.
This simplifies python code.
When we call a method like shader.uniform_float("color", (1,1,1,1)),
we expect the shader's uniform to be updated regardless of whether the
shader is bound or not.
And `batch.draw()` already calls `GPU_shader_bind` inside.
Differential Revision: https://developer.blender.org/D15929
Blender may not apply certain UI data changes immediately when done via BPY.
This is a rather typical gotcha, better to have it documented.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15614
The old way of creating shaders is being replaced by using
`GPUShaderCreateInfo` for more portability.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14634
This introduces a new `UI_MT_button_context_menu` class which is
registered at startup. Addons can append/prepend draw functions to this
class, in order to add their custom context menu entries.
The new class replaces the old `WM_MT_button_context` class, thus
requiring a small change in addons using this feature. This is done
because addons were previously required to register the class
themselves, which caused addons to override each other's context menu
entries.
Now the class registration is handled by Blender, and addons need only
append their draw functions. The new class name ensures that addons
using the old method don't override menu entries made using the new
class.
Menu entries added with the legacy `WM_MT_button_context` class are
still drawn for backwards compatibility, but this class must not be used
going forward, as any addon using it still runs the risk of having its
menu entries overridden, and support for the legacy class is subject to
removal in a future version.
Reviewed By: campbellbarton
Maniphest Tasks: T100423
Differential Revision: https://developer.blender.org/D15702
At least Depsgraph evaluation and liboverride diffing do process IDs in
parallel, so python code in py-defined properties should not access any
data outside of their owner ID.
Ref. T100203.
Adds an example python script to the documentation for the 3D_IMAGE shader.
The **use-case** is to draw textures with 3D vertex positions, in XR views as well as non-XR views (in a simpler manner).
**Testing**: I've tested that this compiles and works on my Macbook (with the example python script included in this change). I don't have access to a Windows or Linux machine right now, but this change doesn't look platform-specific and no new glsl shaders have been added or edited by this change. I'll try to get access to a Windows machine, but if someone does have one, I'd be really grateful if they could try this change. Thanks!
**Problem addressed**: The existing 2D_IMAGE shader (exposed in the python API) gets near-clipped when drawn in the
XR view, regardless of the near-clip settings. Additionally, the 2D_IMAGE shader only accepts 2D
positions for the image vertices, which means drawing textures in 3D requires providing
2D coordinates and then pushing a transform-rotate-scale matrix to the GPU, even for
non-XR (i.e. WINDOW) views. The 3D_IMAGE shader is simpler: it accepts 3D vertex positions, and doesn't require
any additional work by the scripter.
**Workaround**: The current workaround is to use custom shaders in the python script.
**Non-intrusive change**: No new glsl shaders were added. This change just bundles two existing shaders: the vertex shader used
by the 3D_IMAGE_MODULATE_ALPHA shader, and the fragment shader used by the 2D_IMAGE shader.
Reviewed By: #eevee_viewport, jbakker
Differential Revision: https://developer.blender.org/D14832
Related to T95616, the relationship between Image ID and ImBuf 'cached'
buffers can be fairly confusing when using the RNA API.
Reviewed By: campbellbarton, jbakker
Differential Revision: https://developer.blender.org/D14833
Support a way to temporarily override the context from Python.
- Added method `Context.temp_override` context manager.
- Special support for windowing variables "window", "area" and "region",
other context members such as "active_object".
- Nesting context overrides is supported.
- Previous windowing members are restored when the context exists unless
they have been removed.
- Overriding context members by passing a dictionary into operators in
`bpy.ops` has been deprecated and warns when used.
This allows the window in a newly loaded file to be used, see: T92464
Reviewed by: mont29
Ref D13126