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This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.
Mute = Ctrl + Alt
Cut = Ctrl
Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.
When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.
Downstream and upstream links connected using reroute nodes are also muted.
Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.
Maniphest Tasks: T52659
Differential Revision: https://developer.blender.org/D2807
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The information is not exposed in the attribute search yet.
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In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.
This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.
With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.
Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.
Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.
In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.
Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D3959
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Info and Sample Texture nodes
See: {T86296}
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10648
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The issue is that the `last_node_hovered_while_dragging_a_link` pointer is invalidated on undo.
The pointer does not have to be on the space runtime data, because it only needs to exist
as long as the operator is running.
Differential Revision: https://developer.blender.org/D10726
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This patch fixes a visual bug related to connecting an output socket to
a Multi-Input Socket, that already has a link to that same output.
In this case, the drag link got a new index and snapped to a new
position. This path makes the drag link snap to the same position as the
first link between the two sockets.
Differential Revision: https://developer.blender.org/D10689
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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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This Patch removes the auto sorting from Multi-Input Sockets and allows
the links to be sorted by drag and drop instead.
As a minor related change, it fixes the drawing of the mute line to
connect to the first input instead of the socket's center.
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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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Caused by {rB85421c4fab02}.
Above commit treated `SOCK_RGBA` and `SOCK_STRING` the same in
`std_node_socket_draw`.
That would turn a RGBA button into a text button (for attribute search),
leading to trouble.
Note these were just treated the same prior to above commit because both
were doing the layout split.
Now just give RGBA sockets their own case.
Maniphest Tasks: T86373
Differential Revision: https://developer.blender.org/D10646
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Because the search didn't run when the menu first opens, the attributes
appeared in a different order than after you typed anything into the
search field. This commit instead runs the search when the menu
is first opened, but it only sorts items without filtering.
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Pasting nodes can create new id relations, because nodes can reference IDs.
Therefore the depsgraph has to be updated when nodes are pasted.
We could somehow check if the pasted nodes referenced IDs, but I'm not sure
if this complexity is worth it.
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Because pressing enter will choose the current search item from the menu,
and there was no search item with an empty string, it was impossible to
clear the text of an attribute text field. This commit adds a simple "X"
icon in the top row when you delete the string.
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This commit exposes the strings used in the node error messages for
localization. It also changes the message tooltip creation to
automatically add the period at the end, to be more consistent with
the (arguably bad) design of other tooltips in Blender.
Calling `TIP_` directly in the node implementation files allows us to
continue using `std::string` concatenation instead of passing variadic
arguments. It's also more explicit about which part of the message is
translated and which isn't. The files already include the translation
header anyway.
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The `bNodeLinkDrag` struct was NULL when dragging a node instead of
a link. It is allocated with `calloc` anyway, so this field doesn't
need to be explitely cleared.
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The socket drag operator stored the index of the last picked socket
into RNA in case the mouse cursor leaves the link while dragging.
This id was not unique which is why sometimes a link from an other node
with the same id is picked.
This patch changes the way the last picked link is stored and stores a
pointer to the link directly into bNodeLinkDrag struct instead.
Differential Revision: https://developer.blender.org/D10590
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This commit adds a search for existing attributes when you click
on an attribute field. This is useful because otherwise you have
to remember which attributes should be available at each node in
the tree.
The fundamental complication is that this information is not
accessible statically. So the search data is only a cache from
the previous node tree evaluation. The information is added
with `BKE_nodetree_attribute_hint_add`, currently for every
input geometry socket for a single node.
This is only an initial implementation, and later versions will
expose the data type and domain of the attributes.
Differential Revision: https://developer.blender.org/D10519
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Currently when you open an RNA collection search button, like a
vertex group selector, the search filter isn't applied until you
start typing, in order to display every option at the start.
Otherwise they wouldn't be visible, since the search filter would
run for the current text.
Currently this check happens in one place, but it relies on the
`changed` value of `uiBut`. This is fine in the interface directory,
but anywhere else it would require exposing `uiBut.changed`, which
is probably too low-level to expose.
The solution is adding an `is_first` argument to the search callbacks,
which is nice for a few reasons:
- They work at a higher level of abstraction, meaning they don't
have to worry about how exactly to tell if this is the first
search.
- It makes it easier to do special behavior when the search menu
is first opened.
- Then, obviously, it makes that state accessible without including
`interface_intern.h`.
Needed for attribute search: T85658
Differential Revision: https://developer.blender.org/D10528
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These defines seem to be left over from the initial implementation
of the node editor. In a few places the values were used in button
creation, but the callbacks never checked the value anyway.
Node uiBlocks also had a callback what would never do anything
since the value it checked for was never used.
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Changes include using proper and consistent grammar, simplifying
phrasing, using correct terminology, and not including python API
identifiers in tooltips.
Differential Revision: https://developer.blender.org/D9924
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This commit tweaks how virtual sockets (unconnected node group input
and output sockets) are drawn to make them more recognizable. The
outline is changed to a gray color, and they get a dark inner color.
Differential Revision: https://developer.blender.org/D10080
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This function will be used in another file with attribute search,
so it makes sense to share from the UI storage header.
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Typo in rB7470c10601d0.
Maniphest Tasks: T85865
Differential Revision: https://developer.blender.org/D10496
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This patch adds icons to the right side of nodes when they encounter a
a problem. When hovered, a tooltip displays describing the encountered
while evaluating the node.
Some examples are: attribute doesn't exist, mesh has no faces,
incorrect attribute type, etc. Exposing more messages to the system
will be an ongoing process. Multiple warnings per node are supported.
The system is implemented somewhat generically so that the basic
structure can also be used to store more information from evaluation
for the interface, like a list of available attributes.
Currently the messages are just button tooltips. They could be styled
differently in the future. Another limitation is that every instance of
a node group in a parent node tree will have the same error messages,
the "evaluation context" used to decide when to display the tooltips
must be extended to support node tree paths.
Differential Revision: https://developer.blender.org/D10290
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This will allow using C++ data structures to draw node error messages.
This required removing a forward declared enum for grease pencil undo.
Compiles with clang tidy.
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When dropping an asset somewhere, it is appended and then a drop operation is
called to actually add it to the scene based on current context. If this drop
operation fails, the appended data-block is now still in the .blend. The user
may not notice and not expect this.
Instead idea is to rollback any changes done by dropping code if the operation
fails, namely removing the appended data-block again.
Adds a new `cancel()` callback which is called if the drop operator returns
`OPERATOR_CANCELLED` to drop-boxes and a generic function to deal with assets
on drop failure.
Also removes the `free_id_on_error` property of the `NODE_OT_add_group`
operator, which was used as ad-hoc solution to get this same behavior.
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Adds `NODE_OT_add_group` operator to add a node group from a given name, and
uses that to register a node editor drop-box.
When dropping a node-group asset, the ID will be appended. This is what we do
for other ID assets too.
Should the node group insertion fail (e.g. the group is not compatible with the
current tree, as checked by the poll), the appended data-block is removed.
Differential Revision: https://developer.blender.org/D10405
Reviewed by: Jacques Lucke
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This is because the node editor added a "real user" to the node group
that it displays. It was mainly added as a hack to solve issues with custom
tree types (T36024). Since we can store id references in custom properties
now, this "real user" is not really necessary anymore.
Given that we are close to a release, I'll only disable line for geometry nodes,
for which the bug has been reported.
Discussed this solution with Hans Goudey.
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It's not necessary to check if the link has to be removed,
if it was removed already.
This regression was caused by rB8f707a72e81833bb835324ddc635b29dfbe87a9f.
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This commit makes links connected to multi-input sockets spread verticaly
along the socket. Sockets grow if more links are connected and the node
layout updates accordingly. Links are sorted by their incoming angle
to avoid crossing links. Also, link picking is updated to work with
spread links and bezier links.
Currently the multi-input sockets are used in the join geometry node.
The mutli-input sockets look like a vertical rounded rectangle.
Currently they do not support the other custom socket shapes.
Reviewed By Hans Goudey, with cleanup and additional edits
Differential Revision: https://developer.blender.org/D10181
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Remove redundant headers using
`./source/tools/utils_maintenance/code_clean.py`
Reviewed By: jmonteath
Ref D10364
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This commit moves the property layout callbacks for node types to their
implementation files from `drawnode.c`. This was proposed a while ago in
T75724.
**Benefits**
- Fewer files need to be changed when adding a new node.
- Makes it possible to reuse functions from the node's implementation
in the layout code.
- Except for RNA, all of the node "inputs" are in the same place.
- Code gets shorter overall, avoids the large switch statements.
**Downsides**
- Requires including two UI headers.
- Requires adding an editors dependency to the nodes folder.
This commit only changes function nodes and geometry nodes, more can be
moved later.
Differential Revision: https://developer.blender.org/D10352
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This node takes a volume and generates a mesh on it's "surface".
The surface is defined by a threshold value.
Currently, the node only works on volumes generated by the
Points to Volume node. This limitation will be resolved soonish.
Ref T84605.
Differential Revision: https://developer.blender.org/D10243
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When the pivot axis is not set to auto, the node will try to align the rotation
to vector as best as possible, given the selected rotation axis.
Ref T85211.
Differential Revision: https://developer.blender.org/D10292
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This node calculates a distance from each point to the closest position
on a target geometry, similar to the vertex weight proximity modifier.
Mapping the output distance to a different range can be done with an
attribute math node after this node.
A drop-down changes whether to calculate distances from points,
edges, or faces. In points mode, the node also calculates distances
from point cloud points.
Design task and use cases: T84842
Differential Revision: https://developer.blender.org/D10154
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Normally sockets only have one input link. This commit adds the back-end
changes needed to use multiple input links per socket.
Multi-input sockets can be defined with a new flag in `bNodeSocketType`.
The changes necessary to make the sockets work in the geometry nodes
evaluator are generalizing input socket values as a vector of values,
and supporting this in the derived node tree structure.
This patch should contain no functional changes. Two upcoming patches
will use this system for the "Join Geometry" node and expose link picking
and updated display in the UI: D10069 and D10181.
Reviewed By: Jacques Lucke, Hans Goudey
Differential Revision: https://developer.blender.org/D10067
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