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2022-07-28ID namemap: fix missing removal of old name in do_versions_rename_idAras Pranckevicius
Was causing an assert that the old name exists in the name map, but is not present in the actual database. Reported in #blender-coders
2022-04-04VSE: Add channel headersRichard Antalik
This patch adds channel region to VSE timeline area for drawing channel headers. It is synchronizedwith timeline region. 3 basic features are implemented - channel visibility, locking and name. Channel data is stored in `SeqTimelineChannel` which can be top-level owned by `Editing`, or it is owned by meta strip to support nesting. Strip properties are completely independent and channel properties are applied on top of particular strip property, thus overriding it. Implementation is separate from channel regions in other editors. This is mainly because style and topology is quite different in VSE. But also code seems to be much more readable this way. Currently channels use functions similar to VSE timeline to draw background to provide illusion of transparency, but only for background and sfra/efra regions. Great portion of this patch is change from using strip visibility and lock status to include channel state - this is facilitated by functions `SEQ_transform_is_locked` and `SEQ_render_is_muted` Originally this included changes in D14263, but patch was split for easier review. Reviewed By: fsiddi, Severin Differential Revision: https://developer.blender.org/D13836
2022-02-17Cleanup: Replace direct `id.lib` pointer checks with `ID_IS_LINKED` macro ↵Bastien Montagne
usages.
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-01-06Cleanup: move public doc-strings into headersCampbell Barton
Some recent changes re-introduced public-style doc-strings in the source file.
2021-12-21Nodes: refactor node tree update handlingJacques Lucke
Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-08Cleanup: move public doc-strings into headers for 'blenloader'Campbell Barton
Ref T92709
2021-11-30Geometry Nodes: Rename Curve Parameter, Add Index on SplineJohnny Matthews
- Rename the Curve Parameter node to Spline Parameter. - Add "Index on Spline" to the node. This output is the index of the current point on it's parent spline rather than the entrire curve. Differential Revision: https://developer.blender.org/D13275
2021-11-30Cleanup: use colon after doxygen params, correct slash directionCampbell Barton
2021-11-12Fix T91826: Inconsistent node socket name identifier separatorHans Goudey
Previously both `.` and `_` were used as separators when finding a unique name for a socket. This removes the use of `.`, since `_` was more common. It also does versioning for all of a file's node trees to make sure that they all use the `_` convention. Differential Revision: https://developer.blender.org/D13181
2021-11-09Cleanup: clang-formatCampbell Barton
2021-11-02Cleanup: clang-tidyCampbell Barton
2021-11-01Cleanup: extract versioning code for remapping node socket animationSybren A. Stüvel
When node input sockets are animated, they target the socket by index. As a result, animation data needs to be updated whenever new sockets are added (except when they're added at the end of the list). The code for this is now extracted into its own versioning function, so that it can be used for other versioning steps as well. No functional changes.
2021-10-27Geometry Nodes: Rename some socketsHans Goudey
Subdivision surface: Both geometry sockets renamed to "Mesh" Points to Volume: Use "Points" and "Volume" names Distribute Points on Faces: Use "Mesh" input name These are meant to provide a hint to users which type each node is meant to use.
2021-10-14Geometry Nodes: Rename Nodes ID Names + Menu OrgJohnny Matthews
Re-alphabetize the main add menu. Rename Node ID Names: FloatCompare => CompareFloats AttributeCapture => CaptureAttribute Boolean => MeshBoolean CurveFill => FillCurve CurveFillet => FilletCurve CurveReverse => ReverseCurve CurveSample => SampleCurve CurveResmaple => ResampleCurve CurveSubdivide => SubdivideCurve CurveTrim => TrimCurve MaterialReplace => ReplaceMaterial MeshSubdivide => SubdivideMesh EdgeSplit => SplitEdges Differential Revision: https://developer.blender.org/D12865
2021-09-07Cleanup: Move function to versioning_common.ccHans Goudey
2021-08-04Cleanup: de-duplicate ID renaming utility for versioningCampbell Barton
2021-06-18Cleanup: clang-tidyCampbell Barton
2021-06-15Cleanup: Add files for version independent versioning helpersJulian Eisel
Adds `source/blender/blendloader/intern/versioning_common.cc` and `versioning_common.h` for version independent versioning functions. I only placed `do_versions_add_region_if_not_found()` in there for now. `blo_do_version_old_trackto_to_constraints()` could also be added, but that's so old, I prefer keeping that in `versioning_legacy.c`.