Age | Commit message (Collapse) | Author |
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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
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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
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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
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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
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Remove redundant headers using
`./source/tools/utils_maintenance/code_clean.py`
Reviewed By: jmonteath
Ref D10364
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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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No functional changes
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Reviewers: brecht, OmarSquircleArt
Differential Revision: https://developer.blender.org/D8697
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/space_node` module.
No functional changes.
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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
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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
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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
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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
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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.
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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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
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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
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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.
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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.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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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.
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Prevents clang-format wrapping text before comments.
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Missing these breaks auto-indent for editors that don't expand macros.
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Differential Revision: https://developer.blender.org/D3694
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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
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No longer needed after Blender Internal removal and Eevee replacing the
Cycles GLSL shading nodes.
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Conflicts:
source/blender/editors/space_view3d/drawobject.c
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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.
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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
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Split out undo API from ED_util.h into ED_undo.h
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