Age | Commit message (Collapse) | Author |
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DNA_DEPRECATED is disabled in writefile.c now to allow forward compatibility code writing to deprecated member data.
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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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edits in DNA
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this means use of deprecated struct members gives a warning.
- makesdna.c preprocessor skips this.
- DNA_DEPRECATED_ALLOW is used so readfile.c can do versioning without warnings.
- this exposes some use of deprecated struct members, will deal with this after.
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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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rotate node wrong input (mixing up radians and degrees).
Warning!
Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.
Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!
Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!
And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...
This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
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that use the new shading nodes system. Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
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http://markmail.org/message/fp7ozcywxum3ar7n
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This prevents access to non-existent typeinfo during type initialization,
when node types have been removed and such nodes are deleted from older files.
All blenkernel functions now only set the node->update flag instead of directly
calling the update function. All operators, etc. calling blenkernel functions
to modify nodes should make a ntreeUpdate call afterward (they already did that
anyway).
Editor/RNA/renderer/etc. high-level functions still can do immediate updates by
using nodeUpdate and nodeUpdateID (replacing NodeTagChanged/NodeTagIDChanged
respectively). These old functions were previously used only for setting
compositor node needexec flags and clearing cached data, but have become generic
update functions that require type-specific functionality (i.e. a valid typeinfo
struct).
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some socket flags for cycles to avoid conflicts.
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node groups in older version, and to keep unconnected/default socket values.
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This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:
http://wiki.blender.org/index.php/User:Phonybone/Particles2010
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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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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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sockets. do_versions is running before the lib_verify_nodetree function updates socket lists of nodes. This means that when adding unlinked sockets in do_versions to restore older node groups, the new sockets are not taken into account. To fix this a temporary node tree flag has been introduced, which delays actual group socket do_version until the group tree internal nodes have been updated. After that the unlinked group sockets are exposed (like old node groups did), then the external sockets look up the new index, so that external links to group instances are preserved.
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of input/output sockets. Those can be linked to internal nodes just like links between regular nodes. In addition group sockets can be renamed and have a defined order, which can be modified, and they can be removed again.
More details can be found in the patch tracker description (#24883) and on the code.blender.org development blog.
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documentation done.
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different sizes for x/y blurring in relative mode, but choose to use aspect correction on either of the axes.
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relative to both axes or just either width or height.
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header is now by default the node type string. A custom label callback can be implemented to display more detailed information. This is currently used by group nodes, which display their internal tree name, and math, vector math, mix and filter nodes, which use their internal operation sub-type. Also the node tree selection/naming box for groups is now displayed only on open groups, to make it clearer that this is the internal type of the group and get a cleaner main tree.
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good.
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the gamma was inverted. fixed.
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changes from sequencer applied to compositor mostly noticable is how the lift works.
Before & After,
http://www.graphicall.org/ftp/ideasman42/color_balance_before_after.png
even with lower values these kinds of errors can be seen.
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Now, rather than the bit-too-alarming stop sign, threaded wmJobs
display a progress indicator in the header. This is an optional feature
for each job type and still uses the same hardcoded ui template
(could use further work here...).
Currently implemented for:
Render - parts completed, then nodes comped
Compositor - nodes comped
Fluid Sim - frames simulated
Texture Bake - faces baked
Example: http://mke3.net/blender/devel/2.5/progress.mov
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channel by another channel or limit by max of remaining channels.
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similar to sequence editor.
--> http://mke3.net/blender/devel/2.5/color_balance_node.jpg
Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value.
Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value
components that that widget affects.
Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative),
which causes havoc along the image pipeline. I added a check in the node code to prevent this.
Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
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* Cleaned up dead code, removed all traces of socket selection
* Modified border select so it's possible to have border select on mouse tweak.
With this change, by default, click+dragging on a node will select and move it,
but click+dragging on empty space will border select.
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Now the rna path to nodes happens via the node name, which is ensured to be unique via RNA.
As part of this, the node->username string has been removed, upon renaming the node itself it takes care of making sure it's unique (like bones, constraints, etc). There's currently no interactive rename tool, but you can do it via the datablocks editor.
- plus a few notifier tweaks, using the newer NC_NODE notifier to refresh graph editor etc.
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This commit restores Grease Pencil functionality for the Nodes Editor. Grease Pencil data is now stored at the NodeTree level, which means that annotations remain with the NodeTree they were made for.
Possible TODO's:
* In future, it may be worth investigating attaching Grease Pencil data to individual nodes, to allow annotations to stay attached to nodes as they are moved
* Include the settings for the 'active node' in a panel in the new NKEY region where the Grease Pencil buttons appear.
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Now when nodes are keyed, they will show up in the dopesheet/graph editor/etc in a new 'Nodetree' category.
Still a major problem left, nodes need unique names in order for the rna paths to hold animation data properly...
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Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there.
Would also be good to wrap the input/output sockets, too, will check on it.
This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
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* Compo node backdrop works again.
* Compo node previews and backdrop now get correct color management
float to byte conversion.
* Compo nodes got unecessarily recalculated while moving nodes.
* Fix compo node viewer nodes not getting activated correctly.
* Main compo node preview render computations are now outside of
mutex lock, so better for multithreading.
* Tex node outputs did not work in some files loaded from 2.4.
* Change RNA updates to take into account groups that may be shared
between multiple node trees.
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* Node buttons can now use the layout engine. a few simple
ones are converted. We'll keep this code in C for now,
python wouldn't help much here.
* For node buttons not using the layout engine, manually
computing the button height is not longer needed.
* Node inputs are still not RNA wrapped, would be good to
have these available as well for keying, but makesrna does
not have access to the bNodeTypes.
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Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
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Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
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* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.
* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...
* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).
* File writing code should now only write the new data to files
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* add a list area for material/texture/scene selection.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
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ray mirror and transparency, was using the same stack for all
recursion depths, now creates new stacks as needed.
Fix for bug #8592: crash saving non-float image as 16bit tiff.
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Compositor:
Muting option to temporary disable/enable nodes.
Hotkey: press M on selection. It toggles.
Note: no menu entry yet, and drawing style could be tweakered...
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functionality was not implemented.
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See http://wiki.blender.org/index.php/BlenderDev/PyNodes and
http://wiki.blender.org/index.php/BlenderDev/PyNodes/API
For current documentation.
Very very big thanks go to William Germano for fixing the memory issues left
and for improving on the code.
In the coming time documentation will be finalised and further stabilising
of PyNodes is to be expected.
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using alpha as premul or nonpremul. Quite useful for brightness
tweaks.
Todo: version-patch this so ConvertPremul button goes away
Todo: make entire compositer accept non-premul by default... or both
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Especially for fast moving objects (as we have here in Peach) the
art department demanded nice curved vector blur. This formula uses
a quadratic bezier function, which is not giving perfect circles, but
certainly useful results.
Also on todo: get this blur code to do nicer accumulation...
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