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2021-04-19Fix T87567: Crash adding item in empty attribute searchHans Goudey
The function applying the search used the dummy search info for when the item doesn't exist even when there was no UI data associated with the node at all. A fix is to only add the search menu when there is attribute info stored for the node. This is something I wanted to do anyway, since it makes it look more purposeful when there are no attribute info for a node, less like a bug. Differential Revision: https://developer.blender.org/D11016
2021-04-12UI/Nodes: Improve feedback when adding node fails (e.g. on drag & drop)Julian Eisel
This is especially useful when trying to add a node group instance, e.g. via drag & drop from the Outliner or Asset Browser. Previously this would just silently fail, with no information why. This is a source of confusion, e.g. earlier, it took me a moment to realize I was dragging a node group into itself, which failed of course. Blender should always try to help the user with useful error messages. Adds error messages like: "Nesting a node group inside of itself is not allowed", "Not a compositor node tree", etc. Adds a disabled hint return argument to node and node tree polling functions. On error the hint is reported, or could even be shown in advance (e.g. if checked via an operator poll option). Differential Revision: https://developer.blender.org/D10422 Reviewed by: Jacques Lucke
2021-03-10Fix T86416: geometry nodes crash choosing a group node link menuPhilipp Oeser
Since rBb279fef85d1a, the nodes properties for geometry nodes using a texture are displayed in the Properties Editor. It was possible to create recursive nodetrees when choosing the 'root' nodegroup in the node link menu though leading to a crash. Now poll if a group node of a particular node could actually be added to the current tree. Also check if the tree types actually match. Maniphest Tasks: T86416 Differential Revision: https://developer.blender.org/D10671
2021-03-10Fix (unreported) geometry node attribute search not working in thePhilipp Oeser
Properties Editor Since rBb279fef85d1a, the nodes properties for geometry nodes using a texture are displayed in the Properties Editor. rB85421c4fab02 added an attribute search button, but this was missing still (gave just the regular text button) if this was displayed in the Properties Editor. ref b279fef85d1a / T86416 / D10671 / D10673 Maniphest Tasks: T86416 Differential Revision: https://developer.blender.org/D10674
2021-02-10Cleanup: remove redundant headers in source/blender/editors/Campbell Barton
Remove redundant headers using `./source/tools/utils_maintenance/code_clean.py` Reviewed By: jmonteath Ref D10364
2020-10-19Spelling: It's Versus ItsHarley Acheson
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
2020-09-09Cleanup: reduce variable scopeJacques Lucke
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-08-25Fix T79915: crash when changing to white noise textureJacques Lucke
Reviewers: brecht, OmarSquircleArt Differential Revision: https://developer.blender.org/D8697
2020-07-03Cleanup: Editors/Space/Node, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/editors/space_node` module. No functional changes.
2020-05-01UI: Use property split layout and decorators for material propertiesJulian Eisel
Use the automatic property split layout (hence, change to the new 40/60% split ratio) and add decorator buttons for animatable properties. This actually applies to all node input buttons in the properties, e.g. world shading, light shading, texture nodes. Doing this makes the layout more consistent with other layouts in the properties. But the decorators are also a useful hint for users that these options can be animated. Previously using decorators and the automatic split layout wasn't possible, I've done a number of changes now to have it supported. Before I moved the socket icons to the left side, the decorators also looked weird (two circle icons next to each other). {F8497704} With nested items: {F8497708} Reviewed By: William Reynish, Pablo Vazquez Differential Revision: https://developer.blender.org/D7544
2020-04-16UI: Move node socket icons to the left of node input buttonsJulian Eisel
Node input buttons (e.g. in the material properties) used to draw their icons on the right of the buttons. However since they represent inputs, it makes more sense conceptually to have them on the left. Further, we might want to add the usual decorator buttons (to control keyframes or display other states) to the material properties as well. Having two circle icons next to each other would be confusing. Differential Revision: https://developer.blender.org/D7409 Reviewed by: Brecht Van Lommel, William Reynish
2020-04-16UI: Draw real node sockets for node input buttonsJulian Eisel
For buttons representing node inputs (e.g. in the material properties) rather than drawing some generic socket icon, the actual sockets are drawn now. That includes color, shape and the selection outline. This should make it easier to understand what these buttons relate to. Screenshots: {F8469252}, {F8469248} (The left alignment will be done in a follow-up commit.) Differential Revision: https://developer.blender.org/D7409 Reviewed by: Brecht Van Lommel, Clément Foucault, William Reynish
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-06Nodes: Support storing socket link limits in bNodeSocketTypeJacques Lucke
Currently the link limit of sockets is stored in bNodeSocket->limit. This allows for a lot of flexibility, but is also very redundant. In every case I've had to deal with so far, it would have "more correct" to set the link limit per socket type and not per socket. I did not enforce this constraint yet, because the link limit is exposed in the Python API, which I did not want to break here. In the future it might even make sense to only support only three kinds of link limits: a) no links, b) at most one link, c) an arbitrary number links links. The other link limits usually don't work well with tools (e.g. which link should be removed when a new one is connected?) and is not used in practice. However, that is for another day. Eventually, I would like to get rid of bNodeSocket->limit completely and replace it either with fixed link limits or a callback in bNodeSocketType. This patch consists of three parts: **1. Support defining link limit in socket type** This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to hide where the link limit of a socket is defined. **2. Define link limits for builtin sockets on socket type** Data sockets: one input, many outputs Virtual sockets: one input, one output Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known) **3. Remove `bNodeSocketTemplate->limit`** This wasn't used anymore after the second commit. Removing it simplifies socket definitions in hundreds of places and removes a lot of redundancy. Differential Revision: https://developer.blender.org/D7038 Reviewers: brecht
2020-02-10Cleanup/refactor: Rename `BKE_library` files to `BKE_lib`.Bastien Montagne
Note that `BKE_library.h`/`library.c` were renamed to `BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here. Part of T72604.
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-08-31Cleanup: rename natural string comparisonCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-03-26Cleanup: style, use braces for editor/spacesCampbell Barton
2019-03-16Python API: add Python-defined node groups for shaders and compositing.Miguel Porces
This was already supported for Cycles shader nodes, but now also works for Eevee and compositing nodes. Instead of a generic NodeCustomGroup, now there is ShaderNodeCustomGroup and CompositorNodeCustomGroup that can be subclassed and registered. Differential Revision: https://developer.blender.org/D4370
2019-03-16Fix ID user counting issues with NodeCustomGroup.Miguel Porces
User counting now happens before init() and after free() methods, so that the ID users are in a valid state when Python might modify them. ID user counting was moved into node.c and simplified. Patch by Miguel with further refactoring by Brecht. Ref D4370.
2019-03-08Cleanup: use plural names for Main listsCampbell Barton
Convention was not to but after discussion on 918941483f7e we agree its best to change the convention. Names now mostly follow RNA. Some exceptions: - Use 'nodetrees' instead of 'nodegroups' since the struct is called NodeTree. - Use 'gpencils' instead of 'grease_pencil' since 'gpencil' is a common abbreviation in the C code. Other exceptions: - Leave 'wm' as it's a list of one. - Leave 'ipo' as is for versioning.
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-26Cleanup: remove redundant BKE/BLI/BIF headersCampbell Barton
2019-01-15Cleanup: comment line length (editors)Campbell Barton
Prevents clang-format wrapping text before comments.
2018-11-30Merge branch 'master' into blender2.8Campbell Barton
2018-11-30Cleanup: ensure '_END' macros end with a semicolonCampbell Barton
Missing these breaks auto-indent for editors that don't expand macros.
2018-11-23Fix T57996: Crash - delete node with a driven parameterSergey Sharybin
2018-09-20Texture Paint: unify missing data and slots panels, better auto position nodes.Sebastian Parborg
Differential Revision: https://developer.blender.org/D3694
2018-09-19BLI_utildefines: rename pointer conversion macrosCampbell Barton
Terms get/set don't make much sense when casting values. Name macros so the conversion is obvious, use common prefix for easier completion. - GET_INT_FROM_POINTER -> POINTER_AS_INT - SET_INT_IN_POINTER -> POINTER_FROM_INT - GET_UINT_FROM_POINTER -> POINTER_AS_UINT - SET_UINT_IN_POINTER -> POINTER_FROM_UINT
2018-09-19Merge branch 'master' into blender2.8Campbell Barton
2018-07-10Fix T55884: shader node linked menu showing incompatible nodes.Brecht Van Lommel
2018-07-06Cleanup: remove unused shader node compatibility flag.Brecht Van Lommel
No longer needed after Blender Internal removal and Eevee replacing the Cycles GLSL shading nodes.
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-09Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/space_view3d/drawobject.c
2018-06-09Cleanup: remove some G.main usages.Bastien Montagne
2018-06-09Layout for materials closer to single columnPablo Vazquez
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-05-06Merge branch 'master' into blender2.8Brecht Van Lommel
2018-05-06Nodes: show node labels (like image name) in material properties node view.Brecht Van Lommel
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2018-04-02Merge branch 'master' into blender2.8Campbell Barton
2018-04-02Cleanup: move undo into it's own directoryCampbell Barton
Split out undo API from ED_util.h into ED_undo.h
2018-03-14Merge branch 'master' into blender2.8Bastien Montagne