Age | Commit message (Collapse) | Author |
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* remove unused test-nodes
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* Fix OpenCL not being found on Mac OS X.
* Fix merge error in tracking.c
* Node/RNA naming capitalization and underscore consistency.
* Add missing license headers in opencl files.
* Remove unneeded COM_defines.h.trunk file.
* Various code style consistency fixes.
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[#31282] Edit quality should be High by default
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* Added ViewLevels (no buckets)
- Calculate Mean
- Calculate Standard deviation
* improved overall performance
- default tile size = 256
- At Mind -
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* Added a sampler node
With the sampler node it is possible to change image sample methods where you want.
Sampler only works for Images & MovieClips
- At Mind -
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* added parameter to the compositor to really identify if the
compositor is called from an editor or from the renderer/pipeline
This is a fix so that the quality level and speedups are managed
appropriate.
- At Mind -
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* added the color correction node back. Node was only merged for a part from the git branch
With the color correction node ("Color/Color correction" in the compositor node editor) colors can be manipulated using the most common color operations.
Even color channels can be enabled/disabled and fine-tuning on highlights, midtones and shadows can be tweaked.
- At Mind -
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Conflicted file manually update:
===============================
readfile.c
Note 1:
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The Double Edge Mask is not in tile since it's not a simple convert.
The author of this node is aware of it and should have it working there eventually.
(I'm going to add it in COM_Converter.cpp in a next commit)
Note 2:
=======
In COM_compositor.cpp we are passing only "Compositing" instead of what we have in trunk "Compositing 1 Gamma"
If we decide to go with trunk then we need to incorporate the 43283 and 43287 commits.
Something like:
COM_compositor.cpp:51
- editingtree->stats_draw(editingtree->sdh, (char*)"Compositing");
+ char str[128];
+ BLI_snprintf(str, sizeof(str), "Compositing %d %s", curnode, node->name)
+ editingtree->stats_draw(editingtree->sdh, str);
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editing toggle. This enables closing an empty node group again (after removing all nodes or when empty group is added via menu). Fix for bug #30018.
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shader type)
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* Add Use Nodes button for World shader type
* UI was not redrawing the Node area, when enabling "Use nodes", added check for it to the listener.
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determine dates
Added option display_type to WM_operator_properties_filesel which defines which file
display type (short/list/icons/default) should be used for file browser.
All current operators are using FILE_DEFAULTDISPLAY display type which means display
type will still be calculated based on type of opening file and user preferences
settings. Recover Auto Save operator is now using long display type so file date can
easily be checked now.
Reviewed by Andrea, thanks!
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The structs stored in the anonymous void *default_value in bNodeSocket are now handled completely inside node_socket.c. All allocation/freeing/duplicating for this has been replaced by the appropriate calls to generic API functions (declared in NOD_socket.h).
This will make the default value handling more reliable for future node socket code. Group socket copying and value conversion has also been moved into the generic socket API file.
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- make sure defaults are not assumed (so reuse last settings doesnt
override)
- replace 0/1 for TRUE/FALSE defines.
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Another bunch of fixes for select keymaps (sequencer, node, nla, graph, action).
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to add a second version of the function which takes the property rather then its name.
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string functions in more places too.
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- use more logical names for strings, noticed too many strings called `str` when reviewing name patch.
- pass __func__ macro to uiBeginBlock(), quite a few names were wrong (copy/paste error).
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This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
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Instead of generally hiding all unused sockets in collapsed mode, the sockets now have a new explicit flag SOCK_AUTO_HIDDEN, which is only toggled when the hide_toggle operator is called. This way the auto-hidden sockets stay as they are when nodes are duplicated etc. The new flag is necessary to distinguish between manually hidden sockets (via hide_sockets_toggle operator) and automatically hidden sockets and restore the node state when unhiding a node.
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SVN Range: 42300-43091.
Resolved issues:
* Re-added compat code for new Compositor in readfile.c
* Matrix multiplication order fixes, see commit 42670.
Tested compile on windows, branch looks good after merge! :)
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settings.
For premultiplied alpha images, this makes any color space conversion for the image
or render output work on color without alpha multiplied in.
This is typically useful to avoid fringing when the image was or will be composited
over a light background. If the image will be composited over a black background on
the other hand, leaving this option off will give correct results.
In an ideal world, there should never be any color space conversion on images with
alpha, since it's undefined what to do then, but in practice it's useful to have
this option.
Patch by Troy Sobotka, with changes by me.
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nodes. This is to make nodes with many sockets cleaner and simpler, which is the purpose of collapsing nodes in the first place.
The hiding code uses the SOCK_IN_USE flags already present. These were only temporarily set by the shader node code for determining needed texture coordinate types. Now they are used persistently and updated along with the sock->link pointers.
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alternative to the removed node header button.
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(non-socket) option buttons. These are rarely used buttons that only complicate the UI. Alternatively these operators can still be accessed in the Node menu of the node editor window, "Toggle Hidden Node Sockets" and "Toggle Node Options" respectively.
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The buttons for "hiding" (collapsing) a node, hiding unlinked sockets, additional options, the preview and for opening a node group were all using a custom mouse test function, which was broken. They now use actual buttons instead of just displaying icons. Before executing the respective operators the button's node has to be selected and activated, so the buttons use an intermediate handle function, which selects the node and then calls the operator.
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snode->edittree pointer when no snode->nodetree is active. This would lead to crash in operators when switching from an existing node tree, since the usual poll function only tests for the edittree.
Fixes bug #29566.
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* Fixing wrong button RNA identifier, causing the Switch Buttons not to display.
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* Some UI cleanup of the Viewer Center Buttons + naming fixes.
* Fixing some align booleans in the UI code, there is only 0 and 1.
ToDo: Do not re composite when changing the center value.
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material node. This is a confusing system, but two features were missing from
2.4x that made this at least a bit more clear:
* The top right icon in the node now shows brighter again for the active node.
* Setting a material datablock in a node makes that node active.
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disable this, but with recent node muting patch and node group changes it
should work now.
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committed in order to start the migration of the nodes.
have some issues with some changes in trunk based on the UI event handlers.
sometimes an exception happens in the malloc of a UI-control.
need to discuss what the issue is.
OpenCL part is disabled right now. will be enabled in a folowing commit.
Jeroen & Monique.
- At Mind -
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Intel hardware). Also did the same workaround to straight line drawing (currently not in use).
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This seems to be caused by a driver bug that breaks GL_LINE_STRIP drawing in combination with color changes inside the begin/end block. Simply replacing by GL_LINES seems to fix the problem and should not cause trouble for this small amount of drawing.
There has been a comment on the bug tracker about similar issues with drawing in logic buttons, this should be checked as well (Note on the bf-committers ML).
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template for ntreeAddNode needs not only the node group pointer but also the NODE_GROUP id for the base type.
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node blocks of the group were created before the group node block itself, so the node group block clips events for internal nodes. Generally, blocks should be created just like the drawing order.
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activate buttons below.
This patch adds a new CLIP_EVENTS flag for uiBlock, which will prevent the ui_but_find_mouse_over search function from looking into "lower" uiBlocks (i.e. those further back in the list). The order of block creation for nodes has also been updated to use the z-ordering (just the nodetree->nodes list).
In order for this to work, the bounding box values of the uiBlocks have to be set explicitely to fit the node size, those are usually either zero or calculated from the internal buttons.
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* Removed some old code for image packing, done via Operators now.
* Removed some comments.
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where image saving settings are needed.
currently file out node and render output share this struct & UI.
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ignored
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node.
Shader nodes are also GLSL muted.
However, Cycles is currently unaware of muted nodes, will try to address this…
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Added "Extend" flag to border select operators for editors:
- UV Editor
- Sequencer
- NLA
- Info Space
- Graph Editor
- File Browser
- Clip Editor
- Action Editor
- Channels and markers regions
Can be used for custom keymaps.
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Cycles change, generating RNA paths for this is a bit complicated.
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