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Now dragged handles are handled separately, and the function returns a
statically sized array by value. The functions are also renamed to be
more consistent with curve naming elsewhere in Blender.
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This was missed in 58c650a44c251a41c89375d697efdf07153016e0.
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This was only really used in one place, so better to just do it there
rather than requiring another argument for the handle calculation.
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Unused after 217d0a15243d12da070e8a68c2603bab73be2164
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Use cache from 25e307d725d0b924f rather
than creating a new vector on every redraw.
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Several visual tweaks to node links to make them overall fit in
better with the look of the node editor:
- Change the link thickness with the zoom level to a certain degree.
- Remove the fuzziness of the node link and its shadow/outline.
- The link outline color can now be made transparent.
- Add circles at the end of dragged links when connecting to sockets.
- Improve the banding of the color interpolation along the link.
- Adjust the spacing of dashes along straight node links.
Reviewed By: Pablo Vazquez, Hans Goudey
Differential Revision: http://developer.blender.org/D15036
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The purpose of `NodeTreeRef` was to speed up various queries on a read-only
`bNodeTree`. Not that we have runtime data in nodes and sockets, we can also
store the result of some queries there. This has some benefits:
* No need for a read-only separate node tree data structure which increased
complexity.
* Makes it easier to reuse cached queries in more parts of Blender that can
benefit from it.
A downside is that we loose some type safety that we got by having different
types for input and output sockets, as well as internal and non-internal links.
This patch also refactors `DerivedNodeTree` so that it does not use
`NodeTreeRef` anymore, but uses `bNodeTree` directly instead.
To provide a convenient API (that is also close to what `NodeTreeRef` has), a
new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink`
now have C++ methods declared in `DNA_node_types.h` which are implemented in
`BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when
parsing dna header files.
No user visible changes are expected.
Differential Revision: https://developer.blender.org/D15491
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This patch is a response to T92588 and is implemented
as a Function/Shader node.
This node has support for Float, Vector and Color data types.
For Vector it supports uniform and non-uniform mixing.
For Color it now has the option to remove factor clamping.
It replaces the Mix RGB for Shader and Geometry node trees.
As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.
Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht
Maniphest Tasks: T92588
Differential Revision: https://developer.blender.org/D13749
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If reroute node lies in side the frame node boundaries then set
frame node as the parent of reroute.
Differential Revision: https://developer.blender.org/D15739
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Translate:
- new group socket names
- default names Input and Output
- on connecting a link from another node
- new geometry nodes input and output socket names
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15763
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Mistake in own rBc76d7f7bde35.
Happened when no image was set in the Image Editor already (which is now
checked for).
Maniphest Tasks: T100590
Differential Revision: https://developer.blender.org/D15761
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Since {rBb0cb0a785475}, changing the active texture in the Node Editor
would also change the current image in the Image Editor.
While this was an overall improvement, this was not desired when the
image currently looked at was a `Render Result` or a `Viewer Node`
(artists usually want to keep focus on these).
With this patch, syncing the active texture change from the Node Editor
to the Image Editor will now only happen if the Image Editor's current
image is not a Render Result or a Viewer Node.
NOTE: Syncing the active paint slot to the Image Editor still happens
(even if the Image Editor's current image is not a Render Result or a
Viewer Node), behavior was not changed since this is a much more
explicit action while texture painting and probably desired in that
case.
Maniphest Tasks: T99493
Differential Revision: https://developer.blender.org/D15749
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Restore old hitbox for connecting links to sockets.
Commit rBd9d97db018d2 improved the node socket snapping when nodes
are close together by decreasing the tolerance around the cursor when
checking for nodes in front, that might occlude the socket.
In doing so it also reduced the hitbox of the node socket itself that
extended outside of the node.
This commit restores the old node socket hitbox while keeping the
improved behavior when nodes are close together with the following
changes:
1) When looking for the socket under the cursor, iterate through the
nodes front to back, which prioritizes node sockets in the foreground.
2) Instead of checking for another node underneath the cursor it checks
if the socket is actually occluded by another node.
The way the occlusion test for sockets is tweaked you can now connect to
sockets that are only partially occluded, which is a bit more forgiving
than previously.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D15731
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Restore old hitbox for connecting links to sockets.
Commit rBd9d97db018d2 improved the node socket snapping when nodes
are close together by decreasing the tolerance around the cursor when
checking for nodes in front, that might occlude the socket.
In doing so it also reduced the hitbox of the node socket itself that
extended outside of the node.
This commit restores the old node socket hitbox while keeping the
improved behavior when nodes are close together with the following
changes:
1) When looking for the socket under the cursor, iterate through the
nodes front to back, which prioritizes node sockets in the foreground.
2) Instead of checking for another node underneath the cursor it checks
if the socket is actually occluded by another node.
The way the occlusion test for sockets is tweaked you can now connect to
sockets that are only partially occluded, which is a bit more forgiving
than previously.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D15731
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The object data path item wasn't added properly.
Also remove some of the unnecessary variables and forward declarations.
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With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.
This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.
libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.
Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.
Ref T76428
Differential Revision: https://developer.blender.org/D15291
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Currently, the compositor can be disabled using the WITH_COMPOSITOR
build option. Since, we intent to always build the realtime compositor,
we need to make the distinction between both compositors clear.
So this patch renames the option to WITH_COMPOSITOR_CPU. Additionally,
the check for the option was moved inside the compositor modules' own
CMake file in preparation for the realtime compositor code.
Differential Revision: https://developer.blender.org/D15622
Reviewed By: Jeroen Bakker, Ray Molenkamp
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NOTE: This is committed to the 3.3 branch as part of D15606, which we
decided should go to this release still (by Bastien, Dalai and me). That
is because these are important usability fixes/improvements to have for
the LTS release.
Adds `rna_path.cc` and `RNA_path.h`.
`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.
Differential Revision: https://developer.blender.org/D15540
Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne
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Remove the node if the transform operation is cancelled rather than
confirmed. This is consistent with the regular search menu.
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Split it into two functions, one for static node types,
and another for ID names.
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Adds `rna_path.cc` and `RNA_path.h`.
`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.
Differential Revision: https://developer.blender.org/D15540
Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne
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There was already a utility to retrieve the correct node group idname
from the context, `node_group_idname`, but often it's clearer to
use lower-level arguments, or the context isn't accessible.
Storing the group idname in the tree type makes it accessible
without rewriting it elsewhere.
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Previously, curves sculpt tools only worked on original data. This was
very limiting, because one could effectively only sculpt the curves when
all procedural effects were turned off. This patch adds support for curves
sculpting while looking the result of procedural effects (like deformation
based on the surface mesh). This functionality is also known as "crazy space"
support in Blender.
For more details see D15407.
Differential Revision: https://developer.blender.org/D15407
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Oversight in b0da080c2cb9. The `session_uuid` operator property wouldn't
be checked by the invoke callback, and if neither the `filepath` nor the
`name` property were set, the File Browser would open.
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This is already done inside of `attribute_search_add_items`.
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Removes the following macros for scene/render frame values:
- `CFRA`
- `SUBFRA`
- `SFRA`
- `EFRA`
These macros don't add much, other than saving a few characters when typing.
It's not immediately clear what they refer to, they just hide what they
actually access. Just be explicit and clear about that.
Plus these macros gave read and write access to the variables, so eyesores like
this would be done (eyesore because it looks like assigning to a constant):
```
CFRA = some_frame_nbr;
```
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D15311
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A small regression as a result of adding a custom outline to the empty
virtual socket, which ended up overriding the colors when selected with
Shift+LMB.
Differential Revision: https://developer.blender.org/D15103
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Show the supported geometry types returned by geometry
node socket declarations in the socket inspection tooltip.
Differential Revision: https://developer.blender.org/D14802
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Main motivation is from T54314 where there was no way to read from a
Viewer image datablock after the compositor has run.
The only solution there was to do a full rerender (which obviously takes
much longer). Adding a handler avoids having to rerender.
This uses new syntax from rBf4456a4d3c97 and also adds "COMPOSITE" as a
job type that can be queried by `bpy.app.is_job_running`.
NOTE: there is another issue when multiple viewers are used and these
get active via RNA (compo execution is not triggered there yet -- unlike
when a viewer is selected in the Editor -- this is an issue of
`ED_node_set_active` vs. only `nodeSetActive`, but this will be tackled
separately)
Maniphest Tasks: T54314
Differential Revision: https://developer.blender.org/D15078
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- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
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This is an extension of 4669178fc3786e1, applying the same changes to
attributes chosen in the field inputs of the geometry nodes modifier.
If a UI/internal attribute is used, the attribute name button will
have a red alert. Adding a disabled hint is currently a bit more complex.
Also hide UI attributes in attribute search for the named attribute node.
Part of D14934
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This commits corrects the calculation of the Frame Node label size,
making it independent of the 'Line Width' user preference.
Since `U.dpi` is actually DPI divided by `U.pixelsize` and `U.pixelsize`
is calculated from line-width multiplying by `U.pixelsize` undoes
the connection between line-width and label size.
It now stays the same, regardless of the line-width setting.
Reviewed By: Julian Eisel, Harley Acheson
Differential Revision: https://developer.blender.org/D14338
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Mostly duplicate includes, also use nullptr, and using default
member initializers.
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This is a follow up to rBbb0fc675822f313c5546a2498a162472c2571ecb.
Now the same kind of run-time data is added to nodes and sockets.
Differential Revision: https://developer.blender.org/D15060
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Dropping would pass the name of the ID to drop to the properties of the
drop operator. This would then lookup the ID by name. With linking
and/or library overrides, multiple IDs of the same name and type may
exist, which is why the session UUID should be used instead. All
operators used for dropping support this now and the drop code passes
the session UUID instead of the name.
Also see 917c096be6b9 and 8f79fa9c6780.
Some drop operators were already using the session UUIDs. This converts
the remaining ones. The "name" property is kept working as before, since
some scripts use this.
Side-effect: The "Name" property won't show up in the Adjust Last
Operation anymore, which was the case for some of these operators, and
its value won't be remembered over multiple executions of the operator.
Both were not at all useful from what I can tell, and I doubt this was
done intentionally.
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There are now some generalized helpers for passing IDs from drag & drop
to operators via operator properties, mostly introduced in 917c096be6b9
and 8f79fa9c6780. These can be used in a bunch of places to reduce
duplicated code and explicitly share a common solution.
Side-effect: The "Name" property won't show up in the Adjust Last
Operation anymore, and its value won't be remembered over multiple
executions of the operator. Both were not at all useful from what I can
tell, and I doubt this was done intentionally.
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