Age | Commit message (Collapse) | Author |
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Change OURPLATFORM from "linux<major_version>" to simple "linux".
Since new policy for linux kernel versions that major version in
platform doesn't make much sense for building rules so the same
rules could be used for both of linux2 and linux3 now/
Tested on both of linux2 and linux3 systems.
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Click in Compositor on output node invoked a re-composite.
Only has to be done for inactive outputs.
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* Removing check if Node is in between, so in-/output nodes can be muted as well. Useful for example if you want to temporarily mute a file output node.
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functions.
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so fix a missing updating when activating a node with multiple node editors open.
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Some people like curved lines, other hate them. This commit will let the user change the level of curving.
In UserPreferences=>Themes=>Node editor=>Noodle curving the level can be modified. Allowed range is 0-10 with the default on 5
The patch will default everything to the way blender works ATM.
File subversion has been increased otherwise older 258 files got straight lines.
The data is stored in the ThemeSpace.noodle_curving
the bezierdrawing is done in the drawnode. Also tested the Line cut tool
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automatically change the output to the source type. Feature request by Daniel Salazar.
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the Node Editor
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- Intersection code was using undefined vector
caused wrong lines to be picked
- Code now also copes with hidden sockets.
If all fails, is just unhides a good socket.
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node.
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On dragging a non-connected node on a noodle, it will insert it.
Functionality tweaks are possible, but it already feels non-intrusive.
Rules:
- Insertion only when a single noodle is intersecting with node.
- Default connects first matching socket type.
- If no socket match, it connects the first.
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existing link is now chosen from available sockets that match the _target_ type, instead of the source type. This leads to more usable replacements, e.g. for toggling inputs on mix nodes. Still not a great solution to the mute/autoconnect problem, but a bit more intuitive for replacements.
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ctrl+shift+dkey, to avoid conflicts with alt+dkey for linked duplicates.
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behavior (shift+dkey) is now to copy nodes and internal links, but not the input links from unselected nodes. This feature is available with the alternate duplicate operator (alt+dkey).
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usable results and leads to annoyed artists.
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Now it behaves right on playback:
- Starting playback "Anim Player" button appears on header.
It used to appear only on mouse hover before.
- Stopping playback triggers refresh on compositor, so
actual result would be visible if image sequence/movie
is used in nodes.
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this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X
to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X
It should reconnect the nodes as they were muted
limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)
Where reconnect could not be preformed the links will be removed from the model.
Undo works with this delete with reconnect.
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===== Situation before this patch =====
in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function.
With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other.
When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself.
===== Situation after this patch =====
This patch separates the draw functions of the property panel and the node panel.
When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback'
===== Impact =====
==== BKE_node.h ====
add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc.
==== node_buttons.c ====
if the uifuncbut is set, call it. currently calls the uifunc method
==== drawnode.c ====
static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc.
===== Final note =====
! PS. this is not limited to the compositor it also works for Materials and Textures !
! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
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nodes, as well as input links from non-selected to selected nodes.
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Adding new material in active node didn't update the material
properties buttons.
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Node editor: collapsed node didn't allow to size it using the
right hand side grab thingemabobs.
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in invoke callback. This prevents unfreed memory blocks when quiting
Bledner with modal operator running.
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selector even if there is no active texture slot or node, now it's disabled
in that case.
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blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
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mouse coords would with cont. grab would wrap at short.
use mouse coords as int rather then short.
this problem still happens on linux because of XTranslateCoordinates
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there was no way to know the frame that blender was attempting to read.
added a label for image sequence images showing the image file's frame, even when not able to load, this also gives realtime feedback to the user while dragging the frame offset/start/duration buttons about so they can better understand how these settings work.
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- made EXPANDED_AGRP take bAnimContext as an argument.
- remove unneeded NULL check drawFacesColored functions.
- comment some vars which are set but not used.
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view3d_get_view_aligned_coordinate() could modify the event->mval.
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- remove some warnings
- fix typos
- cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined)
- cmake, use an explicit list of rna files (don't glob)
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to the RGB color values there is now a small rectangle displaying the actual color under the mouse cursor. In addition to that the HSV and luminance values are also displayed.
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edit updates being restricted to the actual node. Edit functions now should use the generic snode_tag_changed, which also updates all instances of the currently edited group.
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corrected these and replaced 'sizeof(((ID *)NULL)->name)-2' with 'MAX_ID_NAME-2'.
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decimals like in image editor
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generator work with mingw again
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also rename noisebasis_2 --> noise_basis_2
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adjust to use floats.
+ minor update to demo_mode
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function. Otherwise these links are redrawn for each node group.
Changed selection flag used for the selected_nodes context property from SELECT to NODE_SELECT. These are just incidentally the same, but NODE_SELECT should be used for nodes.
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and moved the node label button to the top, since this is usually what user will want to edit instead of the identifier name.
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some nodes (in particular render layer nodes) need custom labels, but it is not possible to make any useful generic abbreviation. The label string can be used as a custom user-defined label in this case, without the ugly .xxx extensions needed for unique node names. When the label string is empty, the default type label will be used.
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