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2021-06-01Compositor: Full-frame base systemManuel Castilla
This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame. Two execution models: - Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation. - FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch). This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage. FullFrame breaking changes respect Tiled system, mainly: - Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation. - Any sampling is always done over inputs instead of last buffered operation. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11113
2021-04-09Cleanup: defer importing nodeitems_utilsCampbell Barton
2021-03-25UI: rename node editor sidebar categoriesJacques Lucke
* `Node` -> `Group` * `Item` -> `Node` Differential Revision: https://developer.blender.org/D10804
2021-03-23Cleanup: single quotes for Python enums, spellingCampbell Barton
2021-03-19Fix T86208: copy node group button is inconsistent in geometry nodesAngus Stanton
Differential Revision: https://developer.blender.org/D10740
2021-03-17Nodes: Add support to mute node wiresCharlie Jolly
This patch adds the ability to mute individual wires in the node editor. This is invoked like the cut links operator but with a new shortcut. Mute = Ctrl + Alt Cut = Ctrl Dragging over wires will toggle the mute state for that wire. The muted wires are drawn in red with a bar across the center. Red is used in the nodes context to indicate invalid links, muted links and internal links. When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected. Downstream and upstream links connected using reroute nodes are also muted. Outside scope of patch: - Add support for pynodes e.g. Animation Nodes - Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property. Maniphest Tasks: T52659 Differential Revision: https://developer.blender.org/D2807
2021-01-15UI: Draw socket type colors on the left in group sockets listHans Goudey
Previously the colors were on the right for outputs, but this is now unecessary because of the organization in separate panels after rBb1d1a58c77fb1658.
2021-01-13Fix Python warnings in node editor after revert of datablock changesBrecht Van Lommel
Revert was done in 2771dfd, ref T84669
2020-12-27Fix T84101: Duplicate operator not available for some data-block selectorsJulian Eisel
In some operators that previously allowed duplicating the selected data-block, the operator would not be available now. 2250b5cefee7 split the "new" operators into "new" and "delete" to allow clearly differentiating between the two. But I apparently didn't amend all affected data-block selectors to use the added "duplicate" operators. I went over all operators that were split now and made sure all affected data-block selectors are updated.
2020-12-16Cleanup: pep8Campbell Barton
2020-12-02Geometry Nodes: correct modifier name when creating from node editorJacques Lucke
The name should be the same as when the modifier is created in the modifier tab of the properties editor.
2020-12-02Geometry Nodes: improve operators for node editor headerHans Goudey
This allows users to create new modifiers directly from the Geometry Nodes Editor.
2020-12-02Geometry Nodes: initial scattering and geometry nodesJacques Lucke
This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-10-19Fix: skip drawing input sockets that do not have a draw methodJacques Lucke
Contributed by @povmaniaco with minor changes by me. Differential Revision: https://developer.blender.org/D9263
2020-10-03Fix issues with calling View2D zoom operators in an `EXEC` contextJulian Eisel
Multiple related issues: * `view_zoomdrag_exec()` required `view_zoomdrag_init()` to be called first to set up data. Can now easily be done in the `_exec()` function as well though. * Because of that the operators could not be called in an `EXEC_` context (e.g. `EXEC_REGION_WIN`). * With "Zoom to Mouse Position" enabled, zooming from a menu or script would zoom to the mouse position. That should only happen if the operators are called directly in the editor.
2020-09-30Cleanup: convert gforge task ID's to phabricator formatValentin
Cleanup old tracker task format to the new. e.g: [#34039] to T34039 Ref D8718
2020-08-17UI: Only draw node menu search if categories existOmarSquircleArt
Currently, the search operator in the node add menu NODE_MT_add is drawn even if no node categories exists. This patch only draws the operator if at least one node category passes the poll. This patch is needed because some add-ons use custom search operator and do not register node categories. In this case, it is undesirable to have a search operator drawn that do nothing and is not used. One such add-on is Animation Nodes. Reviewed By: Jacques Lucke Differential Revision: https://developer.blender.org/D8576
2020-08-06UI: Fixes and small improvements to some labels and UI messagesYevgeny Makarov
Small tweaks to make labels and texts more correct, consistent and polished. Reviewed by: Aaron Carlisle, Julian Eisel Differential Revision: https://developer.blender.org/D8346
2020-08-03Fix missing shortcut indicators and crash on shortcut changeJulian Eisel
Fixes T78346. The shortcut display and change code is context sensitive. To make it work correctly the context needs to be set properly. When executing operators from the dropdowns, the active region is the header, but the shortcut handlers are set for the main region. So make sure that is used instead. This also sets the main region active for context menu operators, where this issue shouldn't be present. Doing it anyway shouldn't hurt though and fixes this issue in case somebody displays the context menu in the header as dropdown too.
2020-04-20Simulations: Embed simulation node tree in simulation data blockJacques Lucke
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
2020-03-18Objects: add Volume object type, and prototypes for Hair and PointCloudBrecht Van Lommel
Only the volume object is exposed in the user interface. It is based on OpenVDB internally. Drawing and rendering code will follow in another commit. https://wiki.blender.org/wiki/Source/Objects/Volume https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES build option. These are unfinished, and included only to make it easier to cooperate on development in the future and avoid tricky merges. https://wiki.blender.org/wiki/Source/Objects/New_Object_Types Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6945
2020-02-15Cleanup: incorrect __contains__ comparison, long lineCampbell Barton
2020-02-11Nodes: Add dynamic label support for Math NodesCharlie Jolly
Reviewed By: brecht Differential Revision: https://developer.blender.org/D6375
2019-10-14UI: Add renaming to Node and VSE strip context menuJulian Eisel
We should have that consistently everywhere the operation is available.
2019-10-03UI: Add Buttons to Shader Editor Slots PopoverHans Goudey
Assign, select, deselect buttons added when in edit mode to complete the functionality of the shader editor vs. the properties panel. Reviewed by: brecht Differential Revision: https://developer.blender.org/D5768
2019-08-12Fix running space_node directlyCampbell Barton
Part of T65393
2019-07-29Fix T67331: Annotations: Rename old grease pencil panelsAntonioya
These panels were using the old names, but now they are not grease pencil, but annotations. Also removed old Tools panel. This must be replaced with new Toolbar
2019-07-28Cleanup: pep8Campbell Barton
2019-06-11Fix T65393: Error live editing UI scriptsCampbell Barton
Disable relative imports for UI scripts.
2019-06-05Fix T65492: make material slots popover widerJacques Lucke
2019-05-24Fix: Too many checks for the compositorWilliam Reynish
Check once as and then re-use
2019-05-24UI: Tweaks to Compositor headerWilliam Reynish
- Move Auto Render into Options panel in sidebar - Move Pin to the right and remove emboss - Move Background to the right and use greying out to avoid jumping UI elements Also remove emboss from pin toggle in Image Editor for consistency
2019-05-24Fix unnecessary decorators showing in compositor sidebarBrecht Van Lommel
2019-05-21Cleanup: pep8Campbell Barton
2019-05-19UI: use single column layout for image settings panelsBrecht Van Lommel
2019-05-17UI: add tool panel for node editor, use tabsCampbell Barton
This follows the 3D view, adding an "Options" tab.
2019-05-13I18n Disambiguation: "Add" in menu labels.Bastien Montagne
This one is usually a verb/action one in menus' labels, hence we give it the Operator default context. Part of T43295.
2019-04-20UI: remove redundant row for header templateCampbell Barton
If it's members need to be aligned the template can handle it.
2019-04-19Cleanup: mark unused arguments in UI scriptsCampbell Barton
Quiet's pylint W0613 warning, also remove some unused args.
2019-04-18UI: move region toggling to propertiesCampbell Barton
Each space had separate operators, duplicating logic. Use RNA properties instead so adding the ability to toggle other region types (floating redo region for eg) doesn't need to have an extra operator per space type. It's also nicer to show a check-box for something which can be toggled.
2019-04-05Fix T60390: add Cycles texture node mapping settings to node editor sidebarBrecht Van Lommel
These were missing from the UI previously.
2019-03-25UI: Material slot selector for the shader editorCampbell Barton
D4583 by @HooglyBoogly
2019-03-17UI: add light/world settings in shader node editor.Brecht Van Lommel
Material was already there. Implementation was changed so it's just a single line of code to adapt a panel to the node editor.
2019-03-14Cleanup: unused importsCampbell Barton
2019-03-13UI: rename PresetMenu to PresetPanel, move to bl_ui.utilsCampbell Barton
Confusing to call a menu a panel when subclasses need to define panel specific variables. Avoid having bl_ui depend on bl_operator module too. Since this isn't an operator, add utils modules for shared types.
2019-03-12Cleanup: rename specials -> context_menuCampbell Barton
In keeping with convention to match code & UI naming. - No user visible changes. - Include 'menu' in the name since context is an overloaded term. - While a few of these are panels, from a user perspective they are still context menus.
2019-02-27Cleanup: rename lamp -> lightCampbell Barton
2019-01-30Cleanup: line lengthCampbell Barton
2018-12-20Correct error in last commitCampbell Barton
2018-12-20Fix context menu w/o an active objectCampbell Barton
Also remove special case when no items are selected, since this only has one or two menu items, one being the add menu which can be better accessed from the header or add shortcut. If the no-selection case is to have it's own alternate menu - it should be more complete before enabling.