Age | Commit message (Collapse) | Author |
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This is a hacky fix. We just convert the int as a float and use it as such.
This works ok for small int but will not be correct for numbers greater
than 4194303.
Correct support would require deeper change for UBO creation and socket
conversion.
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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This is often invalid, outdated or misleading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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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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No longer needed after Blender Internal removal and Eevee replacing the
Cycles GLSL shading nodes.
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Conflicts:
source/blender/editors/sculpt_paint/paint_image.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/space_view3d/view3d_view.c
source/blender/gpu/GPU_draw.h
source/blender/gpu/GPU_material.h
source/blender/gpu/intern/gpu_draw.c
source/blender/gpu/intern/gpu_material.c
source/blender/makesrna/intern/rna_userdef.c
source/blender/windowmanager/intern/wm_files_link.c
source/blender/windowmanager/intern/wm_init_exit.c
source/creator/creator_args.c
source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
source/gameengine/Ketsji/KX_PythonInit.cpp
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
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Remove from blender/nodes, collada, blenfont & render.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
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Without this a "Clearcoat" link could be moved to "Clearcoat Normal"
for example, which doesn't make much sense.
Differential Revision: https://developer.blender.org/D3105
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# Conflicts:
# intern/cycles/blender/blender_mesh.cpp
# source/blender/editors/screen/screen_ops.c
# source/blender/editors/space_view3d/drawobject.c
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This would lead to sock.default_value pointing to the wrong data type,
possibly causing crashes. Unfortunately, this bug will still exist for
older Blender versions that try to load newer files, which makes
changing the type of a node socket problematic.
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The trees should match in nodes layout completely.
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unknown/unsupported socket types.
Made this resilient to unknown types, for now. Supporting specific INT
sockets (through implicit conversion to GPU_FLOAT ones) is considered nice TODO.
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Another nice crasher - in this case, we just want to nuke all sockets...
Related to T49991.
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Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
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Nodes have a feature for moving existing links to unoccupied sockets when connecting
to an already used input. This is based on the standard legacy socket types (value/float,
vector, color/rgba) and works reasonably well for shader, compositor and texture nodes.
For new pynode systems, however, the hardcoded nature of that feature has major drawbacks:
* It does not take different type systems into account, leading to meaningless connections
when sockets are swapped and making the feature useless or outright debilitating.
* Advanced socket behaviors would be possible with a registerable callback, e.g. creating
extensible input lists that move existing connections down to make room for a new link.
Now any handling of new links is done via the 'insert_links' callback, which can also be
registered through the RNA API. For the legacy shader/compo/tex nodes the behavior is the
same, using a C callback.
Note on the 'use_swap' flag: this has been removed because it was meaningless anyway:
It was disabled only for the insert-node-on-link feature, which works only for
completely unconnected nodes anyway, so there would be nothing to swap in the first place.
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Definitions could shadow local vars.
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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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Revert "Nodes: Remove hardcoded BLENDER_MAX_THREADS number of threads"
This reverts commit fdc653e8ce77a188138dc707207139c3d1e6b166.
The threads override is not affected by the scene, and hence the limit of the
threads was not giving correct result. Need to re-consider some things here.
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correct when root reroute node is plugged in a different type of input
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Use actual available number of threads now, which will make it easier
to increase max number of threads, without having some sloppy memory
usage and without doing some redundant checks on thread data which was
never used.
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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Nodes don't have muting callbacks any more, so now have to check the
flag to prevent overwriting values on the stack that they share with
inputs.
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This was disabled to fix T41349, however seems that if we don't pass
delegates for muted nodes everything work fine.
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Problem is that setup of stack indices which refer to the same stack
entry can lead to cyclic TexDelegate node pointers, causing an infinite
loop.
Fixing this would take too much time and require recoding large parts of
the texnodes system, which is earmarked for scrapping anyway ... So for
now just disabled muting in texnodes to avoid crashes.
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If the active image node contributes to the final material shader
(meaning it's either directly or indirectly connected to an Output Node)
the user will receive an alert about circular dependency.
Similar to what we do for Blender internal the baking will still happen,
but the user will receive the alert which should prevent the image
saving to happen if the result was not intentional.
Core function to check for node output written by Lukas Toenne.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D673
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Opted to keep includes if they are used indirectly (even if removing is possible).
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extension sockets would create additional extension sockets instead of
simply ignoring them.
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compilation.
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Implements a more flexible internal connect function for standard nodes
(compositor, shader, texture). Allow feasible datatype connections by
priority.
The priorities for common datatypes in compositor, shader and texture
nodes are encoded in a simple function. Certain impossible connections
(e.g. color -> cycles shader) are excluded by giving them -1 priority.
Priority overrides link status: If a higher priority input can be found,
this will be used regardless of link status. Link status only comes into
play for inputs with same priority.
Reviewers: brecht
CC: sebastian_k
Differential Revision: https://developer.blender.org/D356
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