Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2018-07-06Cleanup: remove unused shader node compatibility flag.Brecht Van Lommel
No longer needed after Blender Internal removal and Eevee replacing the Cycles GLSL shading nodes.
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2014-11-29Cleanup: unused headersCampbell Barton
2013-05-29Cleanup: Removed all NODE_OPTIONS flags from C node type definitions, these ↵Lukas Toenne
are no longer required and have no effect. Whether or not a node supports additional options buttons is now determined by the existence of a draw callback (uifunc and/or uifuncbut).
2013-04-05code cleanup: include orderCampbell Barton
2013-03-18code cleanupCampbell Barton
2013-03-18Merge of the PyNodes branch (aka "custom nodes") into trunk.Lukas Toenne
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/
2012-11-07style cleanup, also remove redundant call to set_listbasepointers in ↵Campbell Barton
free_main().
2012-11-05fix for freed pointer access in node_free_script()Campbell Barton
2012-11-03Render API: shader script node for custom shaders.Brecht Van Lommel
* Shader script node added, which stores either a link to a text datablock or file on disk, and has functions to add and remove sockets. * Callback RenderEngine.update_script_node(self, node) added for render engines to compile the shader and update the node with new sockets. Thanks to Thomas, Lukas and Dalai for the implementation.