Commit Graph

15987 Commits

Author SHA1 Message Date
Rawalanche 411cd827b7 Nodes: Move Auto-Offset toggle to User Preferences
Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.

Pull Request: https://projects.blender.org/blender/blender/pulls/111589
2023-08-29 01:18:33 +02:00
Campbell Barton b150b47720 UI: add a preference for the number of samples used for FPS playback
This was hard coded to 8, which can still result in a number that
jitters making the overall FPS difficult to measure.

The default is still 8, but this is now a preference that can be
increased for values that don't jitter as much.
2023-08-25 19:33:48 +10:00
Zijun Zhou 23fc8126be Color management: Shrink Filmic LUT size down without noticeable difference
This PR shrinks the Filmic LUT's size down without causing noticeable
difference, making the overall LUT package size smaller. There should be no
functional change on the user end.

Pull Request: https://projects.blender.org/blender/blender/pulls/111380
2023-08-22 15:30:12 +02:00
Zijun Zhou a9053f7efb Color management: Add AgX view transform and make it default
On a user level this view transform provides much better handling of colors in
the over-exposed areas.

With this configuration the following display devices are available, including
AgX view transform for them:
* sRGB
* Display P3
* Rec.1886
* Rec.2020

NOTE: There is no Filmic view transform available for the newly added display
devices.

AgX also brings an implementation of False Colors view transform, which replaces
Filmic-based, and is available for all display devices.

The backward compatibility is preserved. The new files will default to AgX view
transform, which makes it non-forward compatible.

More technical details is available in the original PR #106355.
Please note that the PR has been split into more incremental changes when
was landing.

Pull Request: https://projects.blender.org/blender/blender/pulls/111099
2023-08-22 12:53:15 +02:00
Pablo Vazquez eef2b61e91 Theme: Set 3D Viewport background to single color
The default vignette effect introduces issues reported several times
on various hardware configurations.

It would still be nice to figure out the issue and fix it in the
vignette effect code. For now, simply use single-color in the
default theme.

As agreed during the 2023-08-15 User Interface Module meeting.

Fixes #93627
Closes #106699
2023-08-16 18:45:21 +02:00
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Zijun Zhou 6923f7a153 Color management: Add and Rename Colorspaces
This is the next step towards AgX view transform project.

This is a sanitization pass over the existing color space names, as well as
addition of some new spaces. For example, the name Linear makes no sense when
there are a bunch of Linear spaces. An aliases are included for backwards
compatibility.

Some of the space descriptions and family tags are also updated., which also
involves in putting `False Color` to `inactive_colorspaces` instead of using
`family: display` filtering.

The spaces are now:

- Linear components of the display spaces
  - Linear Rec.709
  - Linear DCI-P3 D65
  - Linear Rec.2020
- Linear ACES spaces
  - ACES2065-1
  - ACEScg (Changed from `Linear ACEScg` to `ACEScg` since ACEScg already
    implied a linear transfer function, otherwise using `Linear AP1 ACES`
    might make more sense. Same goes for ACES2065-1)
- Linear FilmLight E-Gamut
  This is for AgX's LUT input encoding. It can potentially be useful for interop.
- Display spaces
  - sRGB
  - Display P3
  - Rec.1886
  - Rec.2020
- Filmic Components
  - Filmic Log
  - Filmic sRGB
  - False Color

Ref #110685

Pull Request: https://projects.blender.org/blender/blender/pulls/110941
2023-08-09 18:00:45 +02:00
Colin Marmond b8eb7d18e9 Nodes: experimental node previews in the shader editor
First implementation of node previews in the shader node editor. Using
the same user interface as compositor node previews, most shader nodes
can now be previewed (except group in/output and material output).

This is currently still an experimental feature, as polishing of the
user experience and performance improvements are planned. These will
be easier to do as incremental changes on this implementation.

See #110353 for details on the work that remains to be done and known
limitations.

Implementation notes:

We take advantage of the `RenderResult` available as `ImBuf` images to
store a `Render` for every viewed nested node tree present in a
`SpaceNode`. The computation is initiated at the moment of drawing nodes
overlays.

One render is started for the current nodetree, having a `ViewLayer`
associated with each previewed node. We separate the previewed nodes in
two categories: the shader ones and the non-shader ones.
- For non-shader nodes, we use AOVs which highly speed up the rendering
  process by rendering every non-shader nodes at the same time. They are
  rendered in the first `ViewLayer`.
- For shader nodes, we render them each in a different `ViewLayer`, by
  rerouting the node to the output of the material in the preview scene.

The preview scene takes the same aspect as the Material preview scene,
and the same preview object is used.

At the moment of drawing the node overlay, we take the `Render` of the
viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass
for each previewed node.

Pull Request: https://projects.blender.org/blender/blender/pulls/110065
2023-08-08 17:36:06 +02:00
Zijun Zhou 1bcf31a874 Color management: Refactor OCIO config to be CIE XYZ I-E based
The change is motivated by using the actual CIE standard, preparing for the
Spectral Cycles, and making followup AgX integration more straight forward.

On a user level this change renames XYZ space to Linear CIE-XYZ D65, and
introduces Linear CIE-XYZ E.

The aliases are configured so that the backward compatibility is preserved.
The forward compatibility will be achieved by committing an alias name to the
3.6 release branch.

Ref #110685
2023-08-08 15:11:10 +02:00
ok_what 5f0a8759b0 VSE: Improve drawing of strip title and preview
This patch includes set of smaller changes to address visual
inconsistencies and bugs:

- Strip previews are drawn under title bar
- All strip previews now disappear when there isn't enough space for
  drawing
- Like the sound strip, the color strip expands to fill the whole strip
  when there is little vertical space, "taking over" the strip title
  Color is more important visual indicator than the name of the strip
- Disabling strip title no longer disables strip handle frame previews
- All strip previews are now be affected by the "Show overlays" toggle
- Turning off strip text overlay no longer makes the color strip
  preview disappear
2023-08-07 21:35:45 +02:00
Zijun Zhou f5e567b4a8 Color Management: Use OCIO's built-in function for sRGB color space
Use OCIO's built-in functionality for sRGB which allows to have un-clipped
range of the input colors. The lookup tables are now removed.

Should be no functional changes on the user side.
However, it is possible that this change does not preserve exact per-pixel
value due to difference in precision.

Ref #110685

Pull Request: https://projects.blender.org/blender/blender/pulls/110712
2023-08-07 17:52:29 +02:00
Julian Eisel 8b19477e9c UI: Support asset shelves in 3D Views
The previous commit introduced all the basic bits and pieces necessary
to support asset shelves as experimental feature, but didn't actually
add support for any specific editor. With this commit asset shelves can
be registered in 3D Views, which should soon be used by the Pose Library
add-on to replace its previous UI in the sidebar (see
blender/blender-addons#104546). Note that until then, there will still be no
actual asset shelf to display.

Also adds:
- Toggle to hide/unhide the asset shelf under "View" -> "Asset Shelf"
- 3D View theme settings for the asset shelf regions.

None of the changes are visible if the experimental option for the asset
shelf is not enabled.

Approved as part of #104831, then split off as separate commit.

Pull Request: #110767
2023-08-03 16:59:50 +02:00
Zijun Zhou b2b7b37139 Color Management: Clean up no longer used colorspaces, display device, and LUTs
This is a Step 1 of the AgX project integration, which is focused on cleaning
up legacy aspects of the configuration.

Delete all not longer used colorspaces and their LUT files. This includes:
nuke_rec709, lg10, XYZ display device and its standard view colorspace.

The nuke_rec709, lg10 were not used, and the XYZ display device was initially
added to support output for a DCP compliant J2K files. Unfortunately, some of
the crucial transform was missing from this initial configuration, so often a
custom OCIO configuration was needed. With the addition of Filmic and now with
AgX this really became not-so-usable use-case. Also, there is no display device
which is XYZ and on which Blender can realistically run.

The None display device has duplicated functionality as the Raw view in sRGB
display. Its need originated for the compatibility with legacy "No Color
Management" option in Blender. It is also missing in the fallback color
management implementation. So, now use sRGB with Raw view to replicate the
old behavior. There will be a separate do-version commit after this one to help
transitioning the current files to the new configuration.

The Raw and Non-Color are duplicates of each other, there is no need to have
both of them. Since users are more familiar with Non-Color, and it's also the
one assigned as the data role, will keep Non-Color and remove Raw. For the
compatibility the Raw is an alias of the Non-Color space.

Ref #110685
2023-08-01 14:57:45 +02:00
Jacques Lucke 3d73b71a97 Geometry Nodes: new Repeat Zone
This adds support for running a set of nodes repeatedly. The number
of iterations can be controlled dynamically as an input of the repeat
zone. The repeat zone can be added in via the search or from the
Add > Utilities menu.

The main use case is to replace long repetitive node chains with a more
flexible alternative. Technically, repeat zones can also be used for
many other use cases. However, due to their serial nature, performance
is very  sub-optimal when they are used to solve problems that could
be processed in parallel. Better solutions for such use cases will
be worked on separately.

Repeat zones are similar to simulation zones. The major difference is
that they have no concept of time and are always evaluated entirely in
the current frame, while in simulations only a single iteration is
evaluated per frame.

Stopping the repetition early using a dynamic condition is not yet
supported. "Break" functionality can be implemented manually using
Switch nodes in the  loop for now. It's likely that this functionality
will be built into the repeat zone in the future.
For now, things are kept more simple.

Remaining Todos after this first version:
* Improve socket inspection and viewer node support. Currently, only
  the first iteration is taken into account for socket inspection
  and the viewer.
* Make loop evaluation more lazy. Currently, the evaluation is eager,
  meaning that it evaluates some nodes even though their output may not
  be required.

Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
Brecht Van Lommel 6ff7d0a796 Fix mistake in PyPI release instructions, improve console output 2023-07-03 17:00:34 +02:00
Brecht Van Lommel 92334b94a6 Release: add script to automate publishing to PyPI
This is still manual now, but the script is ready to be used by the buildbot.

Pull Request: https://projects.blender.org/blender/blender/pulls/109653
2023-07-03 16:40:49 +02:00
Thomas Dinges 588975739a Merge branch 'blender-v3.6-release' 2023-06-26 19:45:08 +02:00
Thomas Dinges 91ca4f581b Release: Update license file for OpenSSL 3.0.9. 2023-06-26 19:44:09 +02:00
Thomas Dinges dac8ef53a3 Merge branch 'blender-v3.6-release' 2023-06-26 17:15:48 +02:00
Thomas Dinges 08ffb77279 Release: Updates for freedesktop file. 2023-06-26 17:14:40 +02:00
Thomas Dinges 11fbf58a67 Merge branch 'blender-v3.6-release' 2023-06-22 09:23:01 +02:00
Thomas Dinges 80e518bdd4 Release: Update freedesktop file for 3.6. 2023-06-22 09:20:16 +02:00
Campbell Barton 7d7ac591c8 Cleanup: minor changes to BKE_appdir_font_folder_default
- Ensure a trailing slash in BKE_blendfile_userdef_from_defaults
  instead of in-line platform specific checks.
- Take a buffer size argument for the directory.
- Use the documented size for SHGetSpecialFolderPathW wchar_t argument.
- Remove use of unsafe `wcscat` on WIN32
2023-06-22 13:42:27 +10:00
Campbell Barton 39851db1fa Linux: remove historic bourne shell argument expansion workaround
This is a history workaround not needed for modern shells
(fixed with bourne shell SRV3, 1986).

This isn't used in other wrappers (snap package) for e.g.
2023-06-22 13:17:28 +10:00
Brecht Van Lommel f4e6981513 Merge branch 'blender-v3.6-release' into main 2023-06-21 15:15:23 +02:00
Brecht Van Lommel 17fa168a3d Linux: add launcher script to fix issue launching on Steam
The steam environment sets LD_LIBRARY_PATH with a libtbb.so.2 that is
incompatible with our own. This wrapper scripts gives our own library
priority.

There is a more modern "Steam Linux Runtime" that can be used instead of
the "LD_LIBRARY_PATH Steam Runtime" and which launches Blender, but it
fails to detect GPU compute libraries. So that was not an option.

Ref #107385

Pull Request: https://projects.blender.org/blender/blender/pulls/109169
2023-06-21 14:49:27 +02:00
Thomas Dinges 897bd3f431 Merge branch 'blender-v3.6-release' 2023-06-20 17:00:54 +02:00
Thomas Dinges 4b0dc9eb29 License: Update THIRD-PARTY-LICENSES doc for 3.6. 2023-06-20 17:00:11 +02:00
Campbell Barton 65f99397ec License headers: use SPDX-FileCopyrightText in all sources 2023-06-15 13:35:34 +10:00
Richard Antalik 58d8a2ed67 Revert "Merge branch 'blender-v3.6-release'"
This reverts commit 01f0f8b86c, reversing
changes made to 26b5de6865.
2023-06-14 04:47:53 +02:00
Richard Antalik 01f0f8b86c Merge branch 'blender-v3.6-release' 2023-06-14 04:41:57 +02:00
Richard Antalik b77e7480ef VSE: Remove retiming tool for 3.6 release
This reverts commits:
e1f6587f12
b4100ed377
6749593aec
a97cae3efc
559898709f
e4eb9e04e0
bb1c503bee
b21695a507
7bf56e5c75
4dc026ec8e
354ef89d20

Reason for reverting is to not introduce this feature with current UI.

Pull Request: https://projects.blender.org/blender/blender/pulls/108870
2023-06-14 04:25:52 +02:00
Philipp Oeser 10b0ed58f8 Merge branch 'blender-v3.6-release' 2023-06-08 10:22:58 +02:00
Philipp Oeser 7ffd73100e Fix #106759: Error on running blender_icons_geom.py with curve
288e7d0af0 added support for legacy curves, these dont have attributes
though, but code was checking for an active color atttribute.

Now, only do this check (and skip that object) if it has no attributes (or
doesnt have vertex or active color atttribute).

Pull Request: https://projects.blender.org/blender/blender/pulls/108647
2023-06-08 10:21:54 +02:00
guishe e16ec95a16 UI: Add a custom text editor preference
Add a user preference to set up a custom text editor for editing text
files with the "Edit Source" action in the UI context menu.

- An operator TEXT_OT_jump_to_file_at_point has been added.
- A custom editor can be set in the user preferences.
- A preset has been included for "Visual Studio Code".
- When the editor is not set, use Blender's internal editor.

Ref !108299.
2023-06-07 14:09:19 +10:00
Sergey Sharybin 83ffc108e4 Merge branch 'blender-v3.6-release' 2023-05-31 16:49:22 +02:00
Sergey Sharybin 8bd14cb3aa Update the copyright.txt
This is the copyright file which is distributed with the
official Blender builds distributed via blender.org project,
with the intent to indicate that the build is done by the
blender foundation.

This change makes the file shorter, avoiding stating agreements
in the file itself, and instead referring to the license.

This matches more closely to how other open source projects
tackle the COPYING file.

The updated content has been reviewed by Ton.

Ref #107295
2023-05-31 16:43:55 +02:00
Thomas Dinges 0f3682a88a Merge branch 'blender-v3.6-release' 2023-05-26 15:44:44 +02:00
Thomas Dinges ccd85688ed Update licence infos for OpenSSL. 2023-05-26 15:44:06 +02:00
Philipp Oeser 2bcd6e0b74 Merge branch 'blender-v3.6-release' 2023-05-24 12:18:04 +02:00
Philipp Oeser 86b6aba437 LTS downloads: user friendly names and add Apple Silicon
arm download links were missing and user more friendly names for the
links to click on (instead of the bare filenames).

Pull Request: https://projects.blender.org/blender/blender/pulls/108180
2023-05-24 12:17:02 +02:00
Thomas Dinges feaeb7e6ad Revert "Release cycle: 3.6 enters beta, Bcon3."
This reverts commit 2dd0a08aff.
2023-05-17 13:05:32 +02:00
Thomas Dinges 2dd0a08aff Release cycle: 3.6 enters beta, Bcon3.
Splash screen: Pet Projects, Blender Studio.
2023-05-17 13:02:49 +02:00
Pablo Vazquez 54855dcec3 UI: Add timeline to Geometry Nodes workspace
With simulations integrated into geometry nodes it makes more sense than
ever to have a timeline in the Geometry Nodes workspace by default.

Pull Request: https://projects.blender.org/blender/blender/pulls/107982
2023-05-16 18:31:27 +02:00
Kevin C. Burke 061712fcc6 Add ORIENTATION_PARENT icon
Add ORIENTATION_PARENT icon for Parent Orientation enum

The Parent orientation was introduced in 5c4b0c98d3.

Pull Request: https://projects.blender.org/blender/blender/pulls/107763
2023-05-11 14:50:15 +02:00
Jacques Lucke 493c4dd65b Geometry Nodes: add theme option for simulated frames in timeline
The new theme setting for the dope sheet (timeline) allows changing the
color of the bar that shows which frames are cached/baked. The
invalid/cached/baked status is differentiated by hardcoded transparency
values. In theory, those could be separate theme settings though.

Pull Request: https://projects.blender.org/blender/blender/pulls/107738
2023-05-10 14:19:27 +02:00
Jacques Lucke 0de54b84c6 Geometry Nodes: add simulation support
This adds support for building simulations with geometry nodes. A new
`Simulation Input` and `Simulation Output` node allow maintaining a
simulation state across multiple frames. Together these two nodes form
a `simulation zone` which contains all the nodes that update the simulation
state from one frame to the next.

A new simulation zone can be added via the menu
(`Simulation > Simulation Zone`) or with the node add search.

The simulation state contains a geometry by default. However, it is possible
to add multiple geometry sockets as well as other socket types. Currently,
field inputs are evaluated and stored for the preceding geometry socket in
the order that the sockets are shown. Simulation state items can be added
by linking one of the empty sockets to something else. In the sidebar, there
is a new panel that allows adding, removing and reordering these sockets.

The simulation nodes behave as follows:
* On the first frame, the inputs of the `Simulation Input` node are evaluated
  to initialize the simulation state. In later frames these sockets are not
  evaluated anymore. The `Delta Time` at the first frame is zero, but the
  simulation zone is still evaluated.
* On every next frame, the `Simulation Input` node outputs the simulation
  state of the previous frame. Nodes in the simulation zone can edit that
  data in arbitrary ways, also taking into account the `Delta Time`. The new
  simulation state has to be passed to the `Simulation Output` node where it
  is cached and forwarded.
* On a frame that is already cached or baked, the nodes in the simulation
  zone are not evaluated, because the `Simulation Output` node can return
  the previously cached data directly.

It is not allowed to connect sockets from inside the simulation zone to the
outside without going through the `Simulation Output` node. This is a necessary
restriction to make caching and sub-frame interpolation work. Links can go into
the simulation zone without problems though.

Anonymous attributes are not propagated by the simulation nodes unless they
are explicitly stored in the simulation state. This is unfortunate, but
currently there is no practical and reliable alternative. The core problem
is detecting which anonymous attributes will be required for the simulation
and afterwards. While we can detect this for the current evaluation, we can't
look into the future in time to see what data will be necessary. We intend to
make it easier to explicitly pass data through a simulation in the future,
even if the simulation is in a nested node group.

There is a new `Simulation Nodes` panel in the physics tab in the properties
editor. It allows baking all simulation zones on the selected objects. The
baking options are intentially kept at a minimum for this MVP. More features
for simulation baking as well as baking in general can be expected to be added
separately.

All baked data is stored on disk in a folder next to the .blend file. #106937
describes how baking is implemented in more detail. Volumes can not be baked
yet and materials are lost during baking for now. Packing the baked data into
the .blend file is not yet supported.

The timeline indicates which frames are currently cached, baked or cached but
invalidated by user-changes.

Simulation input and output nodes are internally linked together by their
`bNode.identifier` which stays the same even if the node name changes. They
are generally added and removed together. However, there are still cases where
"dangling" simulation nodes can be created currently. Those generally don't
cause harm, but would be nice to avoid this in more cases in the future.

Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Lukas Tönne <lukas@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:59 +02:00
Brecht Van Lommel 94a93b9290 Fix snap package failing to launch on some systems after core20 update 2023-04-25 15:50:26 +02:00
Sietse Brouwer 397a14deff GPencil: Several Weight Paint additions
This patch adds several tools and options to the weight paint mode of Grease Pencil.

* Blur tool: smooths out vertex weights, by calculating a gaussian blur of adjacent vertices.
* Average tool: painting the average weight from all weights under the brush.
* Smear tool: smudges weights by grabbing the weights under the brush and 'dragging' them.

* With the + and - icons in the toolbar, the user can easily switch between adding and subtracting weight while drawing weights.
* With shortcut `D` you can toggle between these two.

* The auto-normalize options ensures that all bone-deforming vertex groups add up to 1.0 while weight painting.
* With `Ctrl-F` a radial control for weight is invoked (in addition to the radial controls for brush size and strength).
* With `Ctrl-RMB` the user can sample the weight. This sets the brush Weight from the weight under the cursor.

* When painting weights in vertex groups for bones, the user can quickly switch to another vertex group by clicking on a bone with `Ctrl-LMB`.
For this to work, follow these steps:
* Select the armature and switch to Pose Mode.
* Select your Grease Pencil object and switch immediately to Weight Paint Mode.
* Select a bone in the armature with `Ctrl-LMB`. The corresponding vertex group is automatically activated.

Pull Request: https://projects.blender.org/blender/blender/pulls/106663
2023-04-20 07:55:24 +02:00
Julian Eisel ba25023d22 Python: Support multiple custom script directories in Preferences
Makes it possible to select multiple custom script directories in Preferences >
File Paths, replacing the single Scripts path option. Each of these directories
supports the regular script directory layout with a startup file (or files?),
add-ons, modules and presets.
When installing an add-on, the script directory can be chosen.

NOTE: Deprecates the `bpy.types.PreferencesFilePaths.script_directory`
property, and replaces `bpy.utils.script_path_pref` with
`bpy.utils.script_paths_pref`.

Pull Request: https://projects.blender.org/blender/blender/pulls/104876
2023-04-11 15:20:52 +02:00
Brecht Van Lommel 45f7e2b6ba Fix Snap package error on startup in older Linux version
With the new glibc requirement, the core version needs to be increased.
2023-04-03 17:32:35 +02:00
Thomas Dinges ca0ec55d59 Update license document. 2023-03-31 11:39:39 +02:00
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Thomas Dinges 1987cbb12a Merge branch 'blender-v3.5-release' 2023-03-28 13:41:43 +02:00
Thomas Dinges aa7293f555 Update license doc for OIIO lib update. 2023-03-28 13:40:39 +02:00
Harley Acheson 2215ee9358 UI: Noto Emoji Font with Unicode 15.0 Updates
Updated version of our monochrome Noto Emoji (variable) font with 31
new emojis that were released as part of Unicode 15.0

Pull Request: https://projects.blender.org/blender/blender/pulls/106142
2023-03-27 20:05:44 +02:00
Thomas Dinges 807e41e415 Merge branch 'blender-v3.5-release' 2023-03-22 15:54:41 +01:00
Thomas Dinges 6cf19b2f79 Update freedesktop file for Blender 3.5. 2023-03-22 15:53:57 +01:00
Thomas Dinges 1d5cf734a8 Merge branch 'blender-v3.5-release' 2023-03-21 16:19:55 +01:00
Thomas Dinges dd0d572935 Update license doc for Blender 3.5. 2023-03-21 16:19:13 +01:00
Harley Acheson f78f05c749 Refactor: U.dpi_fac -> U.scale_factor
A renaming of UI scale factors from names that imply a relationship to
monitor DPI to names that imply that they simply change "scale"

Pull Request: https://projects.blender.org/blender/blender/pulls/105750
2023-03-17 04:19:05 +01:00
Harley Acheson 19ca2e905e UI: Increase the size of the "Open Recent" list
Increase the default value for the maximum number of recently-opened
files from 10 to 20. Also change the user's preference on version bump
to this new value if their current value is exactly the old default.

Pull Request: https://projects.blender.org/blender/blender/pulls/105703
2023-03-15 17:09:36 +01:00
Christoph Lendenfeld 3b900048f1 Animation: Move Graph Editor settings to User Preferences
Move two settings that were previously in the "View" menu of the Graph Editor into User Preferences.

It has been mentioned in the meeting by Luciano Muñoz Sessarego that it would be good to move that to the preferences so you can set it once and then forget about it.

The Settings moved are:

    Only Selected Curve Keyframes
    Use High Quality Display

Pull Request: https://projects.blender.org/blender/blender/pulls/104532
2023-03-09 14:15:23 +01:00
Campbell Barton aa82afaaf7 Cleanup: regenerate the default theme file
Re-run ./tools/utils/blender_theme_as_c.py
2023-03-03 16:32:38 +11:00
bonj dcad51dfc3 DRW: Retopology Overlay
Add overlay option for retopology, which hides the shaded mesh akin to Hidden Wire, and offsets the edit mesh overlay towards the view.

Related Task #70267
Pull Request #104599
2023-03-03 00:35:45 +01:00
Patrick Busch 5ea41a9942 UI: Added Edge Width option in preferences for 3DView and UV/Image Editor
Previously [D16255](https://developer.blender.org/D16255)
There is no option to adjust the edge_width like there is in the preferences for vertex_size and face_dot_size.

I only added the option for 3DView and UV/Image Editor, and limited both to a max size of 5 pixel, since the edges do not look very nice with too high values.
In the UV Editor only, there are always black outlines on the edges, I could not find a way to reduce the increasing thickness of these black outlines.

The default edge_width of 1 pixel:

![shows the marked new attribute with a value of 1 in the settings for the UV/Imageeditor](/attachments/f48fc1e5-2b49-4337-bd86-f2ad4aca42c3)

Here the edge_width with a falue of 3:

![shows the marked new attribute with a value of 3 in the settings for the UV/Imageeditor](/attachments/d0b0b1ea-5967-46b2-80a2-ccae18933638)

And here the visible increase of the dark border of the edges and their overlap (even at the maxed size of 5):

![shows the marked new attribute with a value of 5 in the settings for the UV/Imageeditor and points out the thicker border in the left side UV Editor](/attachments/1590965f-af2a-49d0-a11e-1afecaabf940)

Lastly for the 3DView the max edge_width of 5 looks like this:

![shows the marked new attribute with a value of 5 for the settings for the 3DView and it's resulting wider lines in the right side visible 3DView](/attachments/fcd35341-97a5-4db6-8bbf-c5ce5333e5aa)

Pull Request #104741
2023-02-27 20:02:37 +01:00
Richard Antalik e1f6587f12 VSE: Add retiming tool
This tools allows to change strip playback speed by manipulating
retiming handles. More handles can be added to single strip to create
variable playback speed.

This tool replaces Speed Factor property in time panel, with exception
of sound strips. Support for sound strips is still in review.

Pull Request #104523
2023-02-22 13:16:32 +01:00
Sergey Sharybin ecb88eff7e Merge branch 'blender-v3.5-release' 2023-02-21 16:41:47 +01:00
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +01:00
Bastien Montagne e55f8b0b52 Merge branch 'blender-v3.5-release' 2023-02-20 12:47:13 +01:00
Damien Picard c7611d61e8 I18n: add disambiguation contexts
After rBdb87e2a638f9, two contexts were missing:

- VirtualReality, to be used in an add-on
- Constraint, used in the constraints UI

The latter was actually used without being added, which caused errors.
It was reverted in rB31a640027982.
2023-02-20 12:45:00 +01:00
Julian Eisel c437a8aea8 Revert release branch only commit after merge
This is a revert of a revert, because the initial revert is only
supposed to be in the release branch.

This reverts commit 3eed00dc54.
2023-02-20 11:51:16 +01:00
Julian Eisel 74be1acc7a Merge branch 'blender-v3.5-release' 2023-02-20 11:35:11 +01:00
Julian Eisel 3eed00dc54 Revert "GPencil: Include UV information in simplify->sample modifier."
This reverts commit 19222627c6.

Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
2023-02-20 11:20:07 +01:00
Jeroen Bakker 87e5d7212c Mac: Enable Metal as default gpu backend.
Currently Metal is more stable then the OpenGL backend on apple
devices. Also the Metal backend supports more features then the
OpenGL backend. For example the viewport compositor and rendering
of production files.

This has been validated with users and studios.

This patch will default to the Metal backend when starting
Blender 3.5 for the first time or when loading factory startup. It
is still possible to switch to OpenGL via the user preferences.

It will not automatically select the Metal backend when there is
already user preferences available for Blender 3.5.
2023-02-20 11:03:11 +01:00
Francesco Siddi 488a757c83 Icons: Minor maintenance for the icons source SVG
No design or functional changes. Just rename the layers for the last
two icons that were added so that they follow the naming pattern.
Also, update the layer order for another icon (was not alphabetic).

Pull Request #104954
2023-02-20 10:41:31 +01:00
YimingWu 19222627c6 GPencil: Include UV information in simplify->sample modifier.
Simplify modifier sample mode didn't transfer UV parameters, now fixed.

Pull Request #104942
2023-02-19 11:45:22 +01:00
Dalai Felinto 4b6ce4512c Merge remote-tracking branch 'origin/blender-v3.5-release' 2023-02-17 18:50:52 +01:00
Dalai Felinto d891b38776 Fix #104850: Create Geometry Nodes operators fails if not in English
Note that the node group has its sockets names translated, while the
built-in nodes don't. So we need to use data_ for the built-in nodes
names, and the sockets of the created node groups.

Pull Request #104889
2023-02-17 18:49:36 +01:00
Dalai Felinto 4ec9aff2af Revert "Fix #104850: Create Geometry Nodes operators fails if not in English"
This reverts commit 68181c2560.

I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
 then changed it in the last minute to be against 3.5 via the
 web-interface unaware that I shouldn't do it without updating the
 patch.

 Original Pull Request: #104889
2023-02-17 18:45:42 +01:00
Dalai Felinto 68181c2560 Fix #104850: Create Geometry Nodes operators fails if not in English
Note that the node group has its sockets names
translated, while the built-in nodes don't.

So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.

Pull Request #104889
2023-02-17 18:39:17 +01:00
Christoph Lendenfeld d7dd7ee24c Animation: Add "Frame Channel" operators
When animating it is often useful to frame the Graph Editor/Dope Sheet to whatever frames are in a given channel.
This patch adds the option to frame on selected channels OR frame on whatever channel is under the cursor.

If a preview range is set it will only focus on keys in that range.

Supports FCurve and keyframe data

Frame to selected is called with
* Right click in the channel section -> Frame Selected Channels
* or in Channel → Frame Selected Channels
* or hitting . on the numpad

Frame to channel under cursor is done with

ALT + Middle Mouse Button

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104523
2023-02-17 18:10:58 +01:00
Erik Abrahamsson e95ba8a70e Nodes: Add 'Online Manual' to context menu
Finding the documentation for nodes can be time consuming.
By adding the online manual to the right click context menu in the node
editor the user gets easier access to the documentation.

Can also be used by custom nodes add-ons by registering a manual-map.

Pull Request #104833
2023-02-17 16:59:30 +01:00
Philipp Oeser a797c0c05c Merge branch 'blender-v3.5-release' 2023-02-17 16:44:32 +01:00
Philipp Oeser 64189ea52f UI: "vertex keys" -> "shape keys"
These are generally referred to as "shape keys"

Pull Request #104887
2023-02-17 16:43:26 +01:00
Philipp Oeser 0e4312ceec Merge branch 'blender-v3.5-release' 2023-02-17 16:33:59 +01:00
Philipp Oeser 2753cc6e39 Fix: python error in Particle Properties without a psys
Code added in 94a54ab554 wasnt checking if there was a particle system
on the object at all.

Pull Request #104819
2023-02-17 16:32:37 +01:00
Hans Goudey 4cdf27cd96 Merge branch 'blender-v3.5-release' 2023-02-16 12:50:11 -05:00
Hans Goudey 9f41f95c8e Fix #104785: Quick fur keeps asset status of appended node groups
Use the recently added "clear_asset_data" option in the append operator.

Pull Request #104828
2023-02-16 18:14:47 +01:00
Falk David 55843cd64b Curves: Add select more/less
This adds the "Select More/Less" operators for Curves. Both operators use the `select_adjacent` function to (de)select adjacent points.

Pull Request #104626
2023-02-16 17:02:43 +01:00
Hans Goudey be6847e773 Cleanup: Remove read-only attribute type
After the removal of the "normal" attribute providers, we no longer
use the concept of read-only attributes. Removing this status simplifies
code, clarifies the design, and removes potentially buggy corner cases.

Pull Request #104795
2023-02-16 15:08:28 +01:00
Pablo Vazquez 368559647f Merge branch 'blender-v3.5-release' 2023-02-16 15:01:29 +01:00
Pablo Vazquez c785e7431e Themes: Fix several issues in Blender Light theme
* Fix #92539: Hard to read the breadcrumbs.
* Fix View Item active, hover, and text color (e.g. count numbers in the
  Spreadsheet were almost unreadable).
* Fix mismatching node type colors with the default theme.
  Blender Light is meant to be simply a brighter version of the default,
  so screenshots and tutorials can be followed with both themes.
* Use the same outline color for widgets, so they match when aligned in a row.
* Make panels standout (not fully transparent), like in the default theme.
2023-02-16 14:39:41 +01:00
Thomas Dinges d8112ec1ea Revert "Splash screen for Blender 3.5"
This reverts commit a0b4da2bd0.
2023-02-15 14:17:00 +01:00
Thomas Dinges a0b4da2bd0 Splash screen for Blender 3.5
Credits: Nicole Morena
2023-02-15 14:14:14 +01:00
Julian Eisel e3b5a2ae15 Asset Browser: Hide import method menu for essentials
Essentials always use "Append (Reuse Data)", displaying the menu to
change that doesn't make sense.
2023-02-15 13:03:36 +01:00
Julian Eisel 0d798ef57c Assets/UI: Use UI-list for asset library preferences UI
The Preferences for asset libraries are becoming more than a simple name
+ path. E.g. there is now an Import Method options, and we previously
also considered a Relative Paths option (which we may still want to
add). The previous UI, while consistent with the Auto Run Python Scripts
UI isn't well suited for less than trivial cases. Using UI lists makes
the UI more scalable and follows usual list UI patterns more. There is
also more space for the path button now.

Part of #104686.
2023-02-15 13:00:17 +01:00
Julian Eisel ae84a2956e Assets: Preference for default import method for an asset library
The default import method for an asset library can now be determined in
the Preferences. The Asset Browser has a new "Follow Preferences" option
for the importing. The essentials asset library still only uses "Append
(Reuse Data)".

This is part of #104686, which aims at improving the import method
selection, especially for the introduction of the new essentials library
(which doesn't support certain import methods). Further changes are
coming to improve the UI, see #104686.

Pull Request: #104688
2023-02-15 12:51:23 +01:00
Hans Goudey 4387dbf03e Curves: Replace quick fur operator, add to add menu
The quick fur operator now uses the new hair system. It adds a new
curves object for every selected mesh, and adds geometry nodes
modifiers from the essentials assets that generate curves. A few
settings are exposed in the redo panel, including an option for whether
to apply the modifier to generate the initial curves so that there is
original editable data.

The point of the operator is to give people a sense of how to use the
node groups and to give a very fast way to build a basic setup for
further tweaking.

Pull Request #104764
2023-02-15 12:13:34 +01:00
Sergey Sharybin 837ba82402 Fix #90629: VSE: Split selection is determined by menu position
Use the right hand side selection, as it fits the typical workflow
the best.

Arguably, the same would need to be done for the k-shortcut, but
that is another issue to be tackled. As well as making the selection
active.

Pull Request #104777
2023-02-15 12:05:37 +01:00