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2022-10-25UI: Fix count on node editor/group header when fake userDalai Felinto
The number of node groups was including the fake user count. I was ignoring the Fake User, and how it affects the id->us count. This problem was present since the initial commit: 84825e4ed2e09895.
2022-10-20UI: Icon number indicator for data-blocksDalai Felinto
Adds the possibility of having a little number on top of icons. At the moment this is used for: * Outliner * Node Editor bread-crumb * Node Group node header For the outliner there is almost no functional change. It is mostly a refactor to handle the indicators as part of the icon shader instead of the outliner draw code. (note that this was already recently changed in a5d3b648e3e2). The difference is that now we use rounded border rectangle instead of circles, and we can go up to 999 elements. So for the outliner this shows the number of collapsed elements of a certain type (e.g., mesh objects inside a collapsed collection). For the node editors is being used to show the use count for the data-block. This is important for the node editor, so users know whether the node-group they are editing (or are about to edit) is used elsewhere. This is particularly important when the Node Options are hidden, which is the default for node groups appended from the asset libraries. --- Note: This can be easily enabled for ID templates which can then be part of T84669. It just need to call UI_but_icon_indicator_number_set in the function template_add_button_search_menu. --- Special thanks Clément Foucault for the help figuring out the shader, Julian Eisel for the help navigating the UI code, and Pablo Vazquez for the collaboration in this design solution. For images showing the result check the Differential Revision. Differential Revision: https://developer.blender.org/D16284
2022-10-14Cleanup: Fix wrong comment of breadcrumb tree pathJun Mizutani
The breadcrumb of tree path in node editor is displayed on the top of the editor. Reviewed by: PratikPB2123 Diff: https://developer.blender.org/D14994
2022-10-04Cleanup: replace UNUSED macro with commented args in C++ codeHans Goudey
This is the conventional way of dealing with unused arguments in C++, since it works on all compilers. Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-09-28Geometry Nodes: viewport previewJacques Lucke
This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-25Cleanup: replace C-style casts with functional casts for numeric typesCampbell Barton
2022-09-24BLF: Refactor of DPIHarley Acheson
Correction of U.dpi to hold actual monitor DPI. Simplify font sizing by omitting DPI as API argument, always using 72 internally. See D15961 for more details. Differential Revision: https://developer.blender.org/D15961 Reviewed by Campbell Barton
2022-09-17Geometry Nodes: use stringref instead of string in loggerJacques Lucke
This reduces logging overhead. The performance difference is only significant when there are many fast nodes. In my test file with many math nodes, the performance improved from 720ms to 630ms.
2022-09-13Geometry Nodes: new evaluation systemJacques Lucke
This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-06Fix T100841: Creating a frame node with shortcut doesn't sort nodesHans Goudey
Before 58c650a44c25, the nodes span was rebuilt on every redraw. Now that it's only rebuilt as necessary, we need to tag it dirty when nodes are reordered. Relying on the order of the nodes at all isn't ideal, but it's fairly fundamental in many areas at the moment.
2022-09-05GPU: convert 'GPU_SHADER_2D_IMAGE_COLOR' to 3DGermano Cavalcante
3D shaders work in both 2D and 3D viewports. This shader is a good candidate to be exposed in Python.
2022-09-05GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR'Germano Cavalcante
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and `GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses `vec4(pos, 1.0)`. But VBOs with 2D attributes work perfectly in shaders that use 3D attributes. Components not specified are filled with components from `vec4(0.0, 0.0, 0.0, 1.0)`. So there is no real benefit to having two different shader versions. This will simplify porting shaders to python as it will not be necessary to use a 3D and a 2D version of the shaders. In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR' is 'UNIFORM_COLOR', but the old names still work for backward compatibility. Differential Revision: https://developer.blender.org/D15836
2022-09-03Cleanup: use more standard variable name for node socketsHans Goudey
2022-09-03Cleanup: Use separate variables for node socket locationsHans Goudey
This will help if the locations are moved out of DNA and require slightly more complicated access.
2022-09-03Cleanup: Use references and const in node editorHans Goudey
2022-09-02Fix: Ensure topology cache exists when drawing nodesHans Goudey
This was missed in 58c650a44c251a41c89375d697efdf07153016e0.
2022-09-02Cleanup: Remove unnecessary struct keyword usage in node editorHans Goudey
2022-09-02Cleanup: Use C++ vector types in node editorHans Goudey
2022-09-02Nodes: Use existing nodes span cacheHans Goudey
Use cache from 25e307d725d0b924f rather than creating a new vector on every redraw.
2022-09-01Node Editor: Visual tweaks to node linksLeon Schittek
Several visual tweaks to node links to make them overall fit in better with the look of the node editor: - Change the link thickness with the zoom level to a certain degree. - Remove the fuzziness of the node link and its shadow/outline. - The link outline color can now be made transparent. - Add circles at the end of dragged links when connecting to sockets. - Improve the banding of the color interpolation along the link. - Adjust the spacing of dashes along straight node links. Reviewed By: Pablo Vazquez, Hans Goudey Differential Revision: http://developer.blender.org/D15036
2022-08-23Fix T100579: internal links are drawn when sockets are hiddenJacques Lucke
2022-07-25Fix T99880: no node timing for frames in node groupsJacques Lucke
2022-07-22Curves: support sculpting on deformed curvesJacques Lucke
Previously, curves sculpt tools only worked on original data. This was very limiting, because one could effectively only sculpt the curves when all procedural effects were turned off. This patch adds support for curves sculpting while looking the result of procedural effects (like deformation based on the surface mesh). This functionality is also known as "crazy space" support in Blender. For more details see D15407. Differential Revision: https://developer.blender.org/D15407
2022-06-23Fix T94621: Missing selection indication for virtual node socketsMax Edge
A small regression as a result of adding a custom outline to the empty virtual socket, which ended up overriding the colors when selected with Shift+LMB. Differential Revision: https://developer.blender.org/D15103
2022-06-03Geometry Nodes: Show supported types in geo socket tooltipAngus Stanton
Show the supported geometry types returned by geometry node socket declarations in the socket inspection tooltip. Differential Revision: https://developer.blender.org/D14802
2022-06-01Cleanup: use 'e' prefix for enum typesCampbell Barton
- CustomDataType -> eCustomDataType - CustomDataMask -> eCustomDataMask - AttributeDomain -> eAttrDomain - NamedAttributeUsage -> eNamedAttrUsage
2022-05-30Fix T96157: Make size of Frame Node label independent from Line WidthDominik Fill
This commits corrects the calculation of the Frame Node label size, making it independent of the 'Line Width' user preference. Since `U.dpi` is actually DPI divided by `U.pixelsize` and `U.pixelsize` is calculated from line-width multiplying by `U.pixelsize` undoes the connection between line-width and label size. It now stays the same, regardless of the line-width setting. Reviewed By: Julian Eisel, Harley Acheson Differential Revision: https://developer.blender.org/D14338
2022-05-30Nodes: add separately allocated runtime data for nodes and socketsJacques Lucke
This is a follow up to rBbb0fc675822f313c5546a2498a162472c2571ecb. Now the same kind of run-time data is added to nodes and sockets. Differential Revision: https://developer.blender.org/D15060
2022-05-11Cleanup: use '_num' suffix, mostly for curves & spline codeCampbell Barton
Replace tot/amount & size with num, in keeping with T85728.
2022-04-28Fix: Missing translation in node socket inspectionHans Goudey
2022-04-28Fix: Socket inspection error for data-block socketsEthan-Hall
After rB47276b847017, for certain socket types such as object or material, the name of the item is not obtained correctly leading the tooltip to display random non-character memory values as text. Differential Revision: https://developer.blender.org/D14762
2022-04-25Nodes: show overlays in node editor even when nodes are collapsedJacques Lucke
2022-04-25Geometry Nodes: improve attribute dependency overlayJacques Lucke
* Adjust width based on node width, necessary to make the longer name below work. * Show "X Named Attributes" in the overlay. * Use "Accessed named attributes" in the tooltip. Differential Revision: https://developer.blender.org/D14751
2022-04-25Geometry Nodes: show timing overlay above attributes overlayJacques Lucke
2022-04-25Fix: use natural string sorting for attribute namesJacques Lucke
2022-04-15Cleanup: Clang tidyHans Goudey
2022-04-14Geometry Nodes: show used named attributes in nodesJacques Lucke
This adds a new node editor overlay that helps users to see where named attributes are used. This is important, because named attributes can have name collisions between independent node groups which can lead to hard to find issues. Differential Revision: https://developer.blender.org/D14618
2022-04-12UI: Add support for showing socket descriptions in tooltipsLukas Stockner
Currently, hovering over a socket itself shows no tooltip at all, while hovering over its value field shows "Default value", which is not helpful. This patch therefore implements socket tooltips following the proposal at https://blender.community/c/rightclickselect/2Qgbbc/. A lot of the basic functionality was already implemented for Geometry Nodes, where hovering over the socket itself shows introspection info. This patch extends this by: - Supporting dynamic tooltips on labels, which is important for good tooltip coverage in a socket's region of the node. - Adding a function to setting a dynamic tooltip for an entire uiLayout, which avoids needing to set it manually for a wide variety of socket types. - Hiding the property label field in a tooltip when dynamic tooltip is also provided. If really needed, this label can be restored through the dynamic tooltip, but in all current cases the label is actually pointless anyways since the dynamic tooltip gives more accurate and specific information. - Adding dynamic tooltips to a socket's UI layout row if it has a description configured, both in the Node Editor as well as in the Material Properties. Note that the patch does not add any actual tooltip content yet, just the infrastructure to show them. By default, sockets without a description still show the old "Default value" tooltip. For an example of how to add socket descriptions, check the Cylinder node in the Geometry Nodes. Differential Revision: https://developer.blender.org/D9967
2022-04-05Cleanup: clang-formatCampbell Barton
Also add space below file references.
2022-04-04Cleanup: clang-tidyCampbell Barton
2022-04-01Cleanup: Move geometry set fields to a separate headerHans Goudey
This commit moves declarations that depend on `FN_field.hh` out of `BKE_geometry_set.hh` into `BKE_geometry_fields.hh`. This helps to reduce the number of areas that need to depend on the functions module, which recently came in in review of D11591. In the future we may have a library of standard field inputs in order to make composing algorithms easier, so it makes sense to have a header that could contain them and some basic related utilities relating the concepts of geometry and fields. Reducing use of unnecessary headers may also reduce compilation time. Differential Revision: https://developer.blender.org/D14517
2022-03-30UI: Fix cosmetic papercuts of the reroute nodeLeon Schittek
Fix small cosmetic issues with the reroute node: 1. Remove special case that allowed curved links to attach vertically. 2. Center align the reroute node's label. The vertically attached node links could lead to kinks in the otherwise smooth curves. This would break the visual flow and make the link potentially intersect the node's label. The center alignment of the label gives more consistent results for different label lengths and also reduces the chance of the label interfering with the node links. Reviewed By: Hans Goudey, Pablo Vazquez Differential Revision: D14457
2022-03-19BLI: move generic data structures to blenlibJacques Lucke
This is a follow up to rB2252bc6a5527cd7360d1ccfe7a2d1bc640a8dfa6.
2022-03-18BLI: move CPPType to blenlibJacques Lucke
For more detail about `CPPType`, see `BLI_cpp_type.hh` and D14367. Differential Revision: https://developer.blender.org/D14367
2022-03-16Geometry Nodes: Remove legacy node codeHans Goudey
This commit removes the implementations of legacy nodes, their type definitions, and related code that becomes unused. Now that we have two releases that included the legacy nodes, there is not much reason to include them still. Removing the code means refactoring will be easier, and old code doesn't have to be tested and maintained. After this commit, the legacy nodes will be undefined in the UI, so 3.0 or 3.1 should be used to convert files to the fields system. The net change is 12184 lines removed! The tooltip for legacy nodes mentioned that we would remove them before 4.0, which was purposefully a bit vague to allow us this flexibility. In a poll in a devtalk post showed that the majority of people were okay with removing the nodes. https://devtalk.blender.org/t/geometry-nodes-backward-compatibility-poll/20199 Differential Revision: https://developer.blender.org/D14353
2022-03-14Auto-generate RNA-structs declarations in `RNA_prototypes.h`Julian Eisel
So far it was needed to declare a new RNA struct to `RNA_access.h` manually. Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property declarations. Now this also includes the RNA struct declarations, so they don't have to be added manually anymore. Differential Revision: https://developer.blender.org/D13862 Reviewed by: brecht, campbellbarton
2022-03-11Fix out of order event handling when calling operators from gizmosCampbell Barton
Activating a gizmo used the windows eventstate which may have values newer than the event used to activate the gizmo. This meant transforms check for the key that activated transform could be incorrect. Support passing an event when calling operators to avoid this problem.
2022-03-10Cleanup: spelling in comments & some minor clarificationsCampbell Barton
2022-03-01UI: Fix multi input socket outline and highlightLeon Schittek
Small fixes to the drawing of multi input sockets: - Make the outline thickness consistent with normal node sockets, independent from the screen DPI. - Only highlight multi input sockets when they are actually selected. - Skip selected multi inputs when drawing normal selected sockets. Differential Revision: https://developer.blender.org/D14192
2022-02-28Nodes: Improve readability of selected node linksLeon Schittek
This commit improves the drawing of selected node links: - Highlight the entire link to make it easier to spot where the link is going/coming from. - Always draw selected links on top, so they are always clearly visible. - Don't fade selected node links when the sockets they are connected to are out out view. - Dragged node links still get a partial highlight when they are only attached to one socket. Differential Revision: https://developer.blender.org/D11930