Age | Commit message (Collapse) | Author |
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- movieclip unlink didn't clear node ID pointers from the scene (leaving dangling pointers).
- mask datablock unlink was clearning references from scene nodes twice.
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make RegisterBlendExtension_Fail a static func
u
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C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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moving curve initialization outside evaluation.
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detaching, etc.). This is supposed to look for the first input/output of every socket type, but was actually taking the first matching link from the link list, regardless of the linked socket's position.
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links would often result in unrelated color sockets or otherwise miss updates.
The reason is that the per-node updates used for Reroute node type inheritance are not supposed to be looking at connected nodes, they are purely for "local" updates. For this sort of "global" update which requires depth-first search, the update function on the node tree level must be used instead.
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the socket data structs, leading to crash. This is caused by the node verification procedure, which resets any socket type to the initial type defined in the socket templates. Adding sockets dynamically without templates solves this (the sockets are then ignored by verification).
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normalise->normalize).
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This patch extends the 'Make Group' operator and adds a new 'Separate' operator to add such functionality.
1) For inserting into existing groups:
The 'Make Group from selected' (CTRL+g) operator shows a selection popup (like the object parenting operator), with options depending on the type of the active node (last selected):
* "New" -> regular operator, creates new group type with all selected nodes inside.
* "Insert" (only if active node is a group) -> adds all other selected nodes into the group.
Currently still prohibits groups inside groups in general, though would be technically possible as long as no actual recursion occurs (group containing itself).
2) For extracting from an existing group:
New 'Separate from group' operator (p), works similar to separating vertices/edges/faces from mesh. Two modes:
* "Copy" makes a copy of the nodes in the parent tree, but keeps the original group intact.
* "Move" removes selected nodes from the node group and adds them to the parent tree
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possible. This prevents unnecessary conversions and breaking connections when linking incompatible types to the reroute color sockets (point in case: cycles shaders).
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selected node is attached to an unselected frame, the parent pointer would end up pointing to a different ID data block.
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By holding shift and "cutting" a node link a new reroute helper node can be inserted. This consists of a single socket that can be used to insert additional connection points into a link. This can be used to keep a connection point in the tree when deleting a node, or to control the path of long connections for layout cleanup.
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in particular.
For an detailed user-level description of new features see the following blogpost:
http://code.blender.org/index.php/2012/05/node-editing-tweaks/
TL;DR:
* Frame node gets more usable bounding-box behavior
* Node resizing has helpful mouse cursor indicators and works on all borders
* Node selection/active colors are themeable independently
* Customizable background colors for nodes (useful for frames visual
distinction).
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replace do prefix with do_ for bool vars.
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output
would crash, did not convert default value storage correctly.
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to paint_image.c
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else if's
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function for dissolving, detaching and muting nodes a bit. Instead of only linking a single, perfectly matching socket pair it now connects all outputs of a type to the first input of the same. Also if no such connections can be made it simply links the first connected input to the first connected output. This is the previous behaviour of the delete_reconnect operator (ctrl+x).
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*Add menu is now translated.
*Nodes' title is now translated.
*Nodes' sockets' labels are now translated.
However, about the last point, and unless I’m mistaking, we’ll have to add the "i18n tag" N_() to all sockets' names, in the input/ouput templates declaration, in all nodes' files, as those sockets are collections created at runtime, I think po-generating script has no way to access that from bpy.types... Quite a piece of (borring) work. :/
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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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sockets (currently only cycles shader sockets) don't actually have a default_value pointer.
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not break correctly.
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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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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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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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This allows node type init code to have access to the nodetree type object (needed to allow generic muting node initialization). Huge and boring edits...
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sockets that get their default value if no node is connected from elsewhere,
e.g. a texture coordinate.
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* Scene.use_shading_nodes property to check if RenderEngine is using new shading
nodes system, and RenderEngine.bl_use_shading_nodes to set this.
* Add mechanism for tagging nodes as being compatible with the old/new system.
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http://markmail.org/message/fp7ozcywxum3ar7n
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dynamic sockets are present.
Note: in this particular bug report the sockets have some faulty flag settings (none of them should be flagged as SOCK_DYNAMIC), needs more info.
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size is known.
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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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- comment unused assignments.
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The cause is an unknown node socket type in node groups. Ideally the node system
should handle this better and remove the unknown sockets from groups, but this
is a bit of a risky fix to do now, so instead the shader socket type has been
added, since this is a simple change and the code has been tested well.
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leave unfreed memory behind otherwise, since node groups don't have internal caches.
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