Age | Commit message (Collapse) | Author |
|
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
|
|
It's better to use some local/stable identifiier to avoid relying on
the data not being freed in between creating the search menu and
the exec function. This is similar to c473b2ce8bdbf8fa.
|
|
The previous code updated the wrong node tree. The result was that
the new group node did not have the socket that was supposed to
be linked.
|
|
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
|
|
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
|
|
This commit moves code in all node editor files to the
`blender::ed::space_node` namespace, except for C API
functions defined in `ED_node.h`, which can only be moved
once all areas calling them are moved to C++.
The change is fairly straightforward, I just moved a couple
of "ED_" code blocks around to make the namespace more
contiguous, and there's the method for adding a pointer to
a struct in a C++ namespace in DNA.
Differential Revision: https://developer.blender.org/D13871
|
|
Currently the node link ui template only works with a few socket types.
This commit addes support for the rest of the socket type declarations.
As pointed out in D13776 currently after recent refactors
Shader nodes no longer display in the menu.
In the future more socket types will be used in the shader nodes
and makes the UI template work better for other node trees.
Differential Revision: https://developer.blender.org/D13778
|
|
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
|
|
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
|
|
|
|
Also remove unnecessary function to set a node type's
label function that duplicated its definition, and make
another function static.
|
|
This helps to tell when a pointer is expected to be null, and avoid
overly verbose code when dereferencing. This commit also includes
a few other cleanups in this area:
- Use const in a few places
- Use `float2` instead of `float[2]`
- Remove some unnecessary includes and old code
The change can be continued further in the future.
|
|
Differential Revision: https://developer.blender.org/D13200
|
|
The issue was that this menu was only looking at socket templates,
but not at the new node declarations. This fix is to just check those
as well. The fix comes with a small refactor that makes the memory
management a bit simpler.
Differential Revision: https://developer.blender.org/D12866
|
|
Differential Revision: https://developer.blender.org/D12008
|
|
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
|
|
This just moves a couple of files in `space_node` to C++ and fixes
related errors.
The goal is to be able to use C++ data structures to simplify the code.
Differential Revision: https://developer.blender.org/D11451
|