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2011-01-03Todo: Material nodesTon Roosendaal
- On each re-render, the node image was cleared. Skipping this gives nicer pictures - Node render was using AA, but unfortunately only 1 sample for Nodes is being stored. Disable AA render for now, nice speedup too.
2010-12-29Bugfix [#24163] (PART 2) Unable to animate INSIDE a group node in theJoshua Leung
compositor Now ungrouping grouped-nodes copies the animation back to the main nodetree. This means that it is now possible to successfully roundtrip group/un-group nodes and their animation data. --- This should also be done for the Separate Armature operator... hmm...
2010-12-29Bugfix [#24163] Unable to animate INSIDE a group node in theJoshua Leung
compositor This commit fixes the original bug reported here by adding some methods to move the relevant F-Curves (and drivers) over to the new Node-Tree's (i.e. group-node) AnimData. Animated nodes which subsequently get grouped will still be able to animate as a result of this commit. TODO's: - Ungrouping now will not yet merge the animation back (or at least copy it) - Buttons for nodes freshly grouped do not correctly show animated status indicators for some reason, yet normal animation does
2010-12-27Bugfix #25392Ton Roosendaal
Compositor: Texture node didn't use texture-nodes itself. Now composites initialize texture nodes correctly. Also reviewed the fix for crashing texture nodes for displace. It appears texture nodes also are used for sculpt/paint brushes, in these cases it can be allowed again. But, don't do this during rendering for now!
2010-12-20Bugfix #25309Ton Roosendaal
Code cleanup to allow switching active output nodes in Compositor made shader nodes output not set correctly. Now you can have multiple output nodes in shaders too, and switch on click-activate.
2010-12-19Bugfix #25301Ton Roosendaal
Preview render for node shaders broke, caused by localizing materials last week, to prevent thread crashes. Fixed now. Also added a temp fix to draw color-management corrected node previews default. Will follow scene setting tomorrow. Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
2010-12-07Bugfix #25049: Compositing Nodes not KeyframableJoshua Leung
An error seems to have been introduced to the node-tree building at some point, which means that the ID-type for data-attached node trees was incorrect (i.e. scene->nodetree->id.name = NTREE_COMPOSIT instead of ID_NT). This in turn meant that the ID AnimData availability poll would fail, as the ID-type could not be determined.
2010-12-04Maintenance, Campbell Barton
- remove some redundant declarations - changed VertexTangent and Path structs to avoid compiler alignment padding.
2010-12-03Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for ↵Campbell Barton
'const char's,. Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-12-03updates to patch from Dan Eicher, allow adding a NodeGroup through ↵Campbell Barton
bpy.data.node_groups.new(name, type) made some minor changes.
2010-11-28Bugfix #24953Ton Roosendaal
Compositor: If scene render size changed, a Texture node didn't get tagged to re-render, using previous size instead.
2010-11-09bugfix [#24403] Object.copy() duplicates armature actionCampbell Barton
now duplicating ID data wont duplicate actions by default and the user preference is used with duplicate operators.
2010-11-02Fix #24436: GLSL + Node material gives wrong color.Brecht Van Lommel
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-21fix for fix [#24344] crash on adding new image when composite is open and ↵Campbell Barton
there is no Nodetree also use const prefix in solidify modifier where possible.
2010-10-02Most likely fix for #23420: viewer node: loses viewer nodes forever.Brecht Van Lommel
Related to another bug fixed recently, both viewer + split viewer could be set to output to the same image. That also could make node tree localization/sync go wrong.
2010-10-02Fix #23932: compositing nodes with viewer and split viewer node couldBrecht Van Lommel
crash, with two threads writing to the same image.
2010-09-13bugfix [#23068] Image editor: Update Automatically not updating the compositor.Campbell Barton
[#23637] Replacing an image used in the compositor crashes [#23343] changes in images doesn't update compositor image nodes
2010-08-22remove inline loops in a few placesCampbell Barton
replace with defgroup_find_name() and BLI_findstring()
2010-08-16- remove unused includes IMB_*, BIF_* & MEM_*Campbell Barton
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-13Fix #23111: file Output node not working when inside a group.Brecht Van Lommel
2010-08-05bugfix [#23164] Copied Scene Nodes!Campbell Barton
copying a scene would still have nodes point back to the old scene which would crash (in some cases) or break rendering.
2010-08-04Fix #22869: procedural compositing buffers from texture nodes were not restoredBrecht Van Lommel
correct between localize/merge, bugfix for #21727 only did it one way.
2010-07-30bugfix [#22859] Multi-user images cant be made into single user in texure panel.Campbell Barton
turns out this isnt exactly a bug since support was never written for this but may as well support it. now rna/py can do image.copy() too.
2010-06-23- avoid divide by zero with node progressCampbell Barton
- write_crash_blend() was writing to the original path.
2010-05-27Progress indicators for threaded jobsMatt Ebb
Now, rather than the bit-too-alarming stop sign, threaded wmJobs display a progress indicator in the header. This is an optional feature for each job type and still uses the same hardcoded ui template (could use further work here...). Currently implemented for: Render - parts completed, then nodes comped Compositor - nodes comped Fluid Sim - frames simulated Texture Bake - faces baked Example: http://mke3.net/blender/devel/2.5/progress.mov
2010-04-28fix for crash on loading some nodes.Campbell Barton
2010-03-31Fix [#21727] texture in compositor quickly results in crashMatt Ebb
Hopefully this is correct - looks like the CompBuf->node pointer was getting left out of the per-thread copying/localisation.
2010-03-23fix for mistake in own recent commit.Brecht Van Lommel
(commit 27690 by Campbell from render25 branch)
2010-03-23workaround for compositor threading copying actions every time.Brecht Van Lommel
(commit 27684 by Campbell from render25 branch)
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-21removed unused includes, except for physics and particle related filesCampbell Barton
2010-03-12Fix #21211: new indirect/environment/emit passes weren't showing upBrecht Van Lommel
in compositor and outliner yet.
2010-02-18constraints unique name length was set too long (could overrun the buffer), ↵Campbell Barton
use sizeof() with other instances of BLI_uniquename too
2010-02-15copy animdata and id-props when copying material node tree's to avoid double ↵Campbell Barton
memory frees or node trees sharing animdata when they shouldnt.
2010-02-13fix for memory leak: node animation data wasnt being free'dCampbell Barton
also some corrections to memory debug stuff.
2010-02-12correct fsf addressCampbell Barton
2010-02-08Warning fixes, one actual bug found in sequencer sound wave drawing. AlsoBrecht Van Lommel
changed some malloc to MEM_mallocN while trying to track down a memory leak.
2010-01-27Fix [#20773] NODE ANIMATION: Animating node values brokenMatt Ebb
Now the compositing node tree will update on frame change if any of the nodes are animated. This doesn't work for playback (i.e. alt a), that's better off waiting until we have some kind of frame caching system.
2010-01-21New Compositor node: Hue ControlMatt Ebb
Was very quick to do, now re-aquainted with node editor. http://mke3.net/blender/devel/2.5/hue_correct_node.jpg Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and I can help :)
2010-01-20Durian request: Added 'Color Balance' node to compositor. uses Lift/Gamma/Gain Matt Ebb
similar to sequence editor. --> http://mke3.net/blender/devel/2.5/color_balance_node.jpg Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value. Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value components that that widget affects. Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative), which causes havoc along the image pipeline. I added a check in the node code to prevent this. Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
2010-01-06Node editor tweaksMatt Ebb
* Cleaned up dead code, removed all traces of socket selection * Modified border select so it's possible to have border select on mouse tweak. With this change, by default, click+dragging on a node will select and move it, but click+dragging on empty space will border select.
2010-01-04* Tweaks for node editor Make Links (F key)Matt Ebb
Testing a new method that hopefully will be faster to use than finicky socket selection - now just select multiple nodes and press F - available output sockets on the selected nodes will get automatically connected to the active node. It works for one socket type each time, to avoid getting lots of extra connections when you join up, but as a shortcut you can easily press F again to connect up other socket types. For example, to connect a render layer node (with vector pass) to a vector blur node, select the render layer then the vector blur, and press F three times to connect up the Image, Z and Vector sockets. It now also preferences sockets with the same name to connect up first. There's also another option (ctrl F) which will replace existing input links, rather than only connecting up links to available input sockets. * Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak
2009-12-17Durian request:Matt Ebb
Extend the 'only selected' property in the graph editor to only show curves from selected sequence strips and nodes as well.
2009-11-24bugfix [#19983] clicking onto normal input of a material node crashCampbell Barton
actually happened when clicking on any input
2009-11-20Node Editor: Various usability and code tidyupsJoshua Leung
* Fixed a nasty bug which meant that it was impossible to set an active node. Was caused by ntreeCopyTree() getting called when compo updates were done and clearing the active flags. The active flag clearing is only really needed for the "internal_select" case which is only used for duplicating selected nodes (from Shift-D duplicate). * Recoded click-selection code. Was a mess of old code, bad exceptions from the old code half ported, duplicate operators, unnecessary flags/modes. * Fixed bug #19927: compositing node groups can't be access via "tab" or ungrouped via "alt+g". Was probably related to the active group not being able to be set. * Made resizing nodes work again. Again, this was due to the active node bug. * Made adding a new group with Ctrl-G correctly update the views
2009-11-11* Fixed nodetree animation by giving nodes unique namesMatt Ebb
Now the rna path to nodes happens via the node name, which is ensured to be unique via RNA. As part of this, the node->username string has been removed, upon renaming the node itself it takes care of making sure it's unique (like bones, constraints, etc). There's currently no interactive rename tool, but you can do it via the datablocks editor. - plus a few notifier tweaks, using the newer NC_NODE notifier to refresh graph editor etc.
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-11-10* Finished (well, almost ;) RNA wrapping and layout-engine-ing all the nodes.Matt Ebb
Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there. Would also be good to wrap the input/output sockets, too, will check on it. This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
2009-11-09workaround for crash when dragging nodesCampbell Barton