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2011-11-02Nodes: add support for shader nodes on world and lamps, in addition to ↵Brecht Van Lommel
materials. The internal render engine does not support them, and they are not accesible in the UI yet, but cycles will use them.
2011-11-02Bugfix for [#29055] node editor / texture node / scale nodeThomas Dinges
* Node Vector sockets, don't have a PROP_FACTOR any longer.
2011-10-31Fix #29084: material/texture nodes crash introduced in 2.60, execdata is beingBrecht Van Lommel
lazely created but this wasn't done in a thread safe way.
2011-10-31Fix crash in texture nodes, when no derivatives available, other nodes alreadyBrecht Van Lommel
did this check.
2011-10-30Change default values for mix node.Sergey Sharybin
Discussed with plenty of artists on De Balie and this values makes much more sense.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-22BLI_utildefine minor editsCampbell Barton
- removed AVG2, was only used once. - remove unused LONGCOPY define. - removed BLI_STRUCT_OFFSET, was only used once, replce with offsetof - formatting edits, split some macros over multiple lines.
2011-10-22header cleanup and typo'sCampbell Barton
2011-10-20Fix for #28980, could enter infinite loop during node socket verification if ↵Lukas Toenne
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.
2011-10-20strcpy() --> BLI_strncpy(), where source strings are not fixed and target ↵Campbell Barton
size is known.
2011-10-19Adds an update flag to the bNode struct (similar to bNodeTree->update).Lukas Toenne
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).
2011-10-15- add template for defining custom driver functions.Campbell Barton
- comment unused assignments.
2011-10-14Fix #28914: crash loading file saved with cycles builds in trunk.Brecht Van Lommel
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.
2011-10-12Free cache data when creating a new group from selected nodes. This would ↵Lukas Toenne
leave unfreed memory behind otherwise, since node groups don't have internal caches.
2011-10-12Fix for #28876, alpha over with empty image node gives black result.Lukas Toenne
The image node output is the default value when no image is selected. In pre-2.60 this was always initialized to 0 alpha, the defaults written in the node socket templates were completely ignored for outputs (except for value and RGB input nodes, which use these as button values). Now the stack values are initialized with the template defaults, which are all 0 by default. This patch changes alpha to 0 for image and render layer outputs too.
2011-10-12Fix for #28886, compositor cache regression bug.Lukas Toenne
The problem was that all outputs got tagged indiscriminately (esp. hidden render layer sockets), leading to full recalculation every time. This was caused by erroneous tagging of bNodeStacks with hasinput/hasoutput flags. This patch restores the old behaviour of tagging all non-static stacks as input values and all outputs that are connected to some input. Only difference is in node groups, where the hasoutput flag is no longer abused for tagging internal buffers, here the is_copy flag is used instead.
2011-10-02Fix [#28436] ID mask creates 'feather' around ID even with AA turned off.Bastien Montagne
Perhaps not the ideal solution, but it works, is easy to undo if/when we have a better one, and I’m pretty sure it won’t break anything...
2011-09-28whitespace edits, make formatting for functions consustent at least within ↵Campbell Barton
the file.
2011-09-26replace strncpy with BLI_strncpy, in some cases strncpy was being misused ↵Campbell Barton
since it doesnt ensure \0 termination. also dont call CTX_data_scene() twice when checking for function arguments.
2011-09-25whitespace cleanupCampbell Barton
2011-09-22comment some unused vars / assignments.Campbell Barton
2011-09-21remove support for irixCampbell Barton
2011-09-20tag & comment unused vars with /* UNUSED */Campbell Barton
2011-09-20tidy upCampbell Barton
- quiet some warnings - set some functions static - replace materialbyname with generic BLI_findstring call
2011-09-16use replace 0 with NULL for pointers, set some functions staticCampbell Barton
also fixed own errors in recent static check commit.
2011-09-12replace VECCOPY -> copy_v3_v3, added copy_v*_v*_short too for typesafe ↵Campbell Barton
copying, some parts of the code are copying float -> short normals without scaling. fix coming next.
2011-09-12fix for ntreeGPUMaterialNodes(), using uninitialized exec pointer.Campbell Barton
also commented some set-but-unused variables.
2011-09-08Fixed potential issue in mirrored loop node sockets. These are currently not ↵Lukas Toenne
used, but clang pointed this out.
2011-09-08Shader node tree exec data cannot use the exec->nodetree before it is ↵Lukas Toenne
initialized.
2011-09-07Fix for crash when duplicating image or render layer nodes.Lukas Toenne
These nodes use cached buffers (in sock->cache), which need to be cleared when duplicating the node, otherwise the buffer will be freed twice.
2011-09-07Code for setting/getting/freeing executable nodes in compositor was still ↵Lukas Toenne
using the plain nodetree->nodes list, which is not dependency sorted any more. This caused missing updates for viewers and other nodes. Instead this code now uses the execution data generated before, which has a correctly sorted list of bNodeExecData.
2011-09-07Initialize the exec data in for composite with the node tree pointer. ↵Lukas Toenne
Doesn't matter now since composites are not executed in parallel, but just to be safe.
2011-09-07Another fix for value nodes, those need full template definitions for their ↵Lukas Toenne
output sockets, since they use their range limits for buttons.
2011-09-07Fix for value node limits.Lukas Toenne
The value input nodes (like rgb input nodes) use the output value out their first socket for the button value. This needs explicitly set range limits to allow meaningful user input.
2011-09-06Fixed potential crash in NodeTagIDChanged. Discovered after merge trunkSergey Sharybin
into tomato where there were no check for tree before calling this function. Old design worked fine with this. Mark some arguments as UNUSED.
2011-09-06Fix for multiple parallel group node executions.Lukas Toenne
This would previously break because begin/end functions for each tree type still have some checks of the ntree->execdata pointer in them, despite the intended use of execdata instances instead of trees themselves for execution data storage. This is an artifact of the old execution system that required these checks to be made in the functions to avoid multiple execution of top-level trees. Now these functions take an additional argument, so group nodes can prevent them from setting and checking the nodetree->execdata pointers.
2011-09-06Fix for #28517, group nodes losing all links from older files.Lukas Toenne
The reason was that group nodes tried to reconstruct sockets from the template lists, which are empty. Now the verification function checks if there are any sockets in the template lists, which are always empty for group nodes.
2011-09-06SVN maintenance.Guillermo S. Romero
2011-09-06Merged the particles-2010 branch with node improvements into trunk.Lukas Toenne
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
2011-08-21Fix #28154: linux3-config.py doesn't existSergey Sharybin
Change OURPLATFORM from "linux<major_version>" to simple "linux". Since new policy for linux kernel versions that major version in platform doesn't make much sense for building rules so the same rules could be used for both of linux2 and linux3 now/ Tested on both of linux2 and linux3 systems.
2011-07-19fix for [#28012] Mat ID messy with shader nodesJeroen Bakker
Issue was that the Shader tree execution changed the ShaderInput. Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel. When the material is not a node material the pass_index will be shown at the "options" panel To test enable nodes on the material Add a new input material change the pass_index of the material (render pipeline options) Enable RenderPass material ID and use the compositor to read out the material pass Jeroen
2011-07-17cmake source definitions:Campbell Barton
remove missing includes and use more strict formatting.
2011-07-12Bokeh blur in the blur node is wronlgy calculated.Jeroen Bakker
when using the node on a single white pixel on black background, the output should look like as the bokeh image. being a round image, but it looked like a donut. the make_gausstab used dist/rad and bokeh used (dist/rad)*2 - 1 I changed it to reflect the correct bokeh circular image
2011-07-12Add delete with reconnect feature.Jeroen Bakker
this will reconnect nodes as if the deleted node is muted. Operation is added to the space_node node menu and to the keymap as CTRL-X to test this just add some nodes to the space_node select one or multiple nodes and press CTRL-X It should reconnect the nodes as they were muted limitations: 1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole 2. mute only supports Value, Vector and Color data types, so does this feature 3. not usable for nodes where input and output does not match (like colorToBW) Where reconnect could not be preformed the links will be removed from the model. Undo works with this delete with reconnect.
2011-07-09fix for using uninitialized value in gpu_shader_materialCampbell Barton
2011-07-06Ergh! first compile and test then commit!Ton Roosendaal
2011-07-06Making Blender compile for C90 standard, var declared after code :)Ton Roosendaal
Also cleaned a line of code that was horribly spread over 4 lines.
2011-07-06Fix #27875: different texture nodes result after decompose/compose.Brecht Van Lommel
2011-07-04Updated the indent, sorry!Jeroen Bakker
2011-07-04Current situationJeroen Bakker
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done. In blender movies this feature is known to be implemented, but until now it never got integrated into trunk. Proposal With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index. In the compositor the ID Mask node can be used to extract the information out of the Render pass. Impact User interface On the properties-space the next changes will be done Scene⇒Render layer⇒Passes⇒Material index will be added Material⇒Options⇒Pass index will be added DNA Material struct will get an new field called “index”. this will be a short-type. Material struct the field pad will be removed. A new Render-layer pass will be added (bit 1«18) RNA Material RNA is updated (based on “pass index” from object) Render layer RNA is updated (based on IndexOB) Blender internal renderer The Blender internal renderer will process the render pass as a copy of the Object index. Blender compositor The render layer input will get a new output socket called “IndexMA” Usage An example on how to use material index can be found at: https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend This is also example of a commit message longer than the commit itself :)