Age | Commit message (Collapse) | Author |
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
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PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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You served well and now desired retirement, but you'll always live in our hearts.
And for sure -- monument!
+-------------------------------------------+
/ ++==+ . .. . ... . .. . /
/ // ++==++ ++ ++ ++==++ ++==++ /
/ // // // //\\//\\ // // // // /
/ ++==+ ++==++ // \\ //==++ ++==++ /
/ . ... .. . // .. ... /
+-------------------------------------------+
Some notes:
- Removed all code which was from inside ifdef WITH_COMPOSITOR_LEGACY
- Removed some functions which were used by old compositor only but
weren't ported to new color management
- Removed WITH_COMPOSITOR_LEGACY from build systems
- node_composite_util.h was in fatc used by compo nodes specification
files, so added it back to cmake.
Could be cleaned up by moving header files to files where they're
actually needed but would consider this is a separate task.
- Should be no functional changes!
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myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor
note - mask editing tools need continued development, feather option is not working 100%
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Note that I had to script-tag all sokets' names, as they are currently completely unknown from bpy.types (and hence unreachable for our po generating scripts).
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with ';' like normal function.
... without this some editors dont parse the source so well.
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the node muting system as well.
There are a number of features that use a kind of "internal linking" in nodes:
1. muting
2. delete + reconnect (restore link to/from node after delete)
3. the new detach operator (same as 2, but don't delete the node)
The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes.
Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent.
The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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Scale lead to crash because of incorrect check for buffer size.
Translate bug was caused by ignoring buffer offset.
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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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===========================
Rest of changes from camera tracking gsoc project.
This commit includes:
- New compositor nodes:
* Movie Clip input node
* Movie Undistortion node
* Transformation node
* 2D stabilization node
- Slight changes in existing node to prevent code duplication
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http://markmail.org/message/fp7ozcywxum3ar7n
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- quiet some warnings
- set some functions static
- replace materialbyname with generic BLI_findstring call
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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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