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blender-archive/source/blender/blenloader/intern/versioning_250.c

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup blenloader
*/
#ifndef WIN32
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# include <unistd.h> /* for read close */
#else
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# include <zlib.h> /* odd include order-issue */
# include <io.h> // for open close read
# include "winsock2.h"
# include "BLI_winstuff.h"
#endif
/* allow readfile to use deprecated functionality */
#define DNA_DEPRECATED_ALLOW
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_cloth_types.h"
#include "DNA_constraint_types.h"
#include "DNA_ipo_types.h"
#include "DNA_key_types.h"
#include "DNA_lattice_types.h"
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#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_node_types.h"
#include "DNA_object_fluidsim_types.h"
#include "DNA_object_types.h"
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_sdna_types.h"
#include "DNA_sequence_types.h"
#include "DNA_smoke_types.h"
#include "DNA_sound_types.h"
#include "DNA_space_types.h"
#include "DNA_world_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BKE_anim.h"
#include "BKE_armature.h"
#include "BKE_colortools.h"
#include "BKE_global.h" // for G
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mesh.h" // for ME_ defines (patching)
#include "BKE_modifier.h"
#include "BKE_multires.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_screen.h"
#include "BKE_sequencer.h"
#include "BKE_texture.h"
#include "BKE_sound.h"
#include "NOD_socket.h"
#include "BLO_readfile.h"
#include "readfile.h"
#include <errno.h>
/* 2.50 patch */
static void area_add_header_region(ScrArea *sa, ListBase *lb)
{
ARegion *ar = MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_HEADER;
if (sa->headertype == 1)
ar->alignment = RGN_ALIGN_BOTTOM;
else
ar->alignment = RGN_ALIGN_TOP;
/* initialize view2d data for header region, to allow panning */
/* is copy from ui_view2d.c */
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ar->v2d.keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
ar->v2d.keepofs = V2D_LOCKOFS_Y;
ar->v2d.keeptot = V2D_KEEPTOT_STRICT;
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ar->v2d.align = V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_NEG_Y;
ar->v2d.flag = (V2D_PIXELOFS_X | V2D_PIXELOFS_Y);
}
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static void sequencer_init_preview_region(ARegion *ar)
{
// XXX a bit ugly still, copied from space_sequencer
/* NOTE: if you change values here, also change them in space_sequencer.c, sequencer_new */
ar->regiontype = RGN_TYPE_PREVIEW;
ar->alignment = RGN_ALIGN_TOP;
ar->flag |= RGN_FLAG_HIDDEN;
ar->v2d.keepzoom = V2D_KEEPASPECT | V2D_KEEPZOOM;
ar->v2d.minzoom = 0.00001f;
ar->v2d.maxzoom = 100000.0f;
ar->v2d.tot.xmin = -960.0f; /* 1920 width centered */
ar->v2d.tot.ymin = -540.0f; /* 1080 height centered */
ar->v2d.tot.xmax = 960.0f;
ar->v2d.tot.ymax = 540.0f;
ar->v2d.min[0] = 0.0f;
ar->v2d.min[1] = 0.0f;
ar->v2d.max[0] = 12000.0f;
ar->v2d.max[1] = 12000.0f;
ar->v2d.cur = ar->v2d.tot;
ar->v2d.align = V2D_ALIGN_FREE; // (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
ar->v2d.keeptot = V2D_KEEPTOT_FREE;
}
static void area_add_window_regions(ScrArea *sa, SpaceLink *sl, ListBase *lb)
{
ARegion *ar;
ARegion *ar_main;
if (sl) {
/* first channels for ipo action nla... */
switch (sl->spacetype) {
case SPACE_GRAPH:
ar = MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_CHANNELS;
ar->alignment = RGN_ALIGN_LEFT;
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ar->v2d.scroll = (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
/* for some reason, this doesn't seem to go auto like for NLA... */
ar = MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_UI;
ar->alignment = RGN_ALIGN_RIGHT;
ar->v2d.scroll = V2D_SCROLL_RIGHT;
ar->v2d.flag = RGN_FLAG_HIDDEN;
break;
case SPACE_ACTION:
ar = MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_CHANNELS;
ar->alignment = RGN_ALIGN_LEFT;
ar->v2d.scroll = V2D_SCROLL_BOTTOM;
ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
break;
case SPACE_NLA:
ar = MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_CHANNELS;
ar->alignment = RGN_ALIGN_LEFT;
ar->v2d.scroll = V2D_SCROLL_BOTTOM;
ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
/* for some reason, some files still don't get this auto */
ar = MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_UI;
ar->alignment = RGN_ALIGN_RIGHT;
ar->v2d.scroll = V2D_SCROLL_RIGHT;
ar->v2d.flag = RGN_FLAG_HIDDEN;
break;
case SPACE_NODE:
ar = MEM_callocN(sizeof(ARegion), "nodetree area for node");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_UI;
ar->alignment = RGN_ALIGN_LEFT;
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ar->v2d.scroll = (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
/* temporarily hide it */
ar->flag = RGN_FLAG_HIDDEN;
break;
case SPACE_FILE:
ar = MEM_callocN(sizeof(ARegion), "nodetree area for node");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_CHANNELS;
ar->alignment = RGN_ALIGN_LEFT;
ar = MEM_callocN(sizeof(ARegion), "ui area for file");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_UI;
ar->alignment = RGN_ALIGN_TOP;
break;
case SPACE_SEQ:
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ar_main = (ARegion *)lb->first;
for (; ar_main; ar_main = ar_main->next) {
if (ar_main->regiontype == RGN_TYPE_WINDOW)
break;
}
ar = MEM_callocN(sizeof(ARegion), "preview area for sequencer");
BLI_insertlinkbefore(lb, ar_main, ar);
sequencer_init_preview_region(ar);
break;
case SPACE_VIEW3D:
/* toolbar */
ar = MEM_callocN(sizeof(ARegion), "toolbar for view3d");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_TOOLS;
ar->alignment = RGN_ALIGN_LEFT;
ar->flag = RGN_FLAG_HIDDEN;
/* tool properties */
ar = MEM_callocN(sizeof(ARegion), "tool properties for view3d");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_TOOL_PROPS;
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ar->alignment = RGN_ALIGN_BOTTOM | RGN_SPLIT_PREV;
ar->flag = RGN_FLAG_HIDDEN;
/* buttons/list view */
ar = MEM_callocN(sizeof(ARegion), "buttons for view3d");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_UI;
ar->alignment = RGN_ALIGN_RIGHT;
ar->flag = RGN_FLAG_HIDDEN;
#if 0
case SPACE_PROPERTIES:
/* context UI region */
ar = MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype = RGN_TYPE_UI;
ar->alignment = RGN_ALIGN_RIGHT;
break;
#endif
}
}
/* main region */
ar = MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->winrct = sa->totrct;
ar->regiontype = RGN_TYPE_WINDOW;
if (sl) {
/* if active spacetype has view2d data, copy that over to main region */
/* and we split view3d */
switch (sl->spacetype) {
case SPACE_VIEW3D:
blo_do_versions_view3d_split_250((View3D *)sl, lb);
break;
case SPACE_OUTLINER:
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{
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SpaceOutliner *soops = (SpaceOutliner *)sl;
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memcpy(&ar->v2d, &soops->v2d, sizeof(View2D));
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ar->v2d.scroll &= ~V2D_SCROLL_LEFT;
ar->v2d.scroll |= (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
ar->v2d.align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_POS_Y);
ar->v2d.keepzoom |= (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_KEEPASPECT);
ar->v2d.keeptot = V2D_KEEPTOT_STRICT;
ar->v2d.minzoom = ar->v2d.maxzoom = 1.0f;
//ar->v2d.flag |= V2D_IS_INITIALISED;
break;
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}
case SPACE_GRAPH:
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{
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SpaceGraph *sipo = (SpaceGraph *)sl;
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memcpy(&ar->v2d, &sipo->v2d, sizeof(View2D));
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/* init mainarea view2d */
ar->v2d.scroll |= (V2D_SCROLL_BOTTOM | V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_LEFT | V2D_SCROLL_SCALE_VERTICAL);
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ar->v2d.min[0] = FLT_MIN;
ar->v2d.min[1] = FLT_MIN;
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ar->v2d.max[0] = MAXFRAMEF;
ar->v2d.max[1] = FLT_MAX;
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//ar->v2d.flag |= V2D_IS_INITIALISED;
break;
}
case SPACE_NLA:
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{
SpaceNla *snla = (SpaceNla *)sl;
memcpy(&ar->v2d, &snla->v2d, sizeof(View2D));
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ar->v2d.tot.ymin = (float)(-sa->winy) / 3.0f;
ar->v2d.tot.ymax = 0.0f;
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ar->v2d.scroll |= (V2D_SCROLL_BOTTOM | V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_RIGHT);
ar->v2d.align = V2D_ALIGN_NO_POS_Y;
ar->v2d.flag |= V2D_VIEWSYNC_AREA_VERTICAL;
break;
}
case SPACE_ACTION:
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{
SpaceAction *saction = (SpaceAction *)sl;
/* we totally reinit the view for the Action Editor, as some old instances had some weird cruft set */
ar->v2d.tot.xmin = -20.0f;
ar->v2d.tot.ymin = (float)(-sa->winy) / 3.0f;
ar->v2d.tot.xmax = (float)((sa->winx > 120) ? (sa->winx) : 120);
ar->v2d.tot.ymax = 0.0f;
ar->v2d.cur = ar->v2d.tot;
ar->v2d.min[0] = 0.0f;
ar->v2d.min[1] = 0.0f;
ar->v2d.max[0] = MAXFRAMEF;
ar->v2d.max[1] = FLT_MAX;
ar->v2d.minzoom = 0.01f;
ar->v2d.maxzoom = 50;
ar->v2d.scroll = (V2D_SCROLL_BOTTOM | V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_RIGHT);
ar->v2d.keepzoom = V2D_LOCKZOOM_Y;
ar->v2d.align = V2D_ALIGN_NO_POS_Y;
ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
/* for old files with ShapeKey editors open + an action set, clear the action as
* it doesn't make sense in the new system (i.e. violates concept that ShapeKey edit
* only shows ShapeKey-rooted actions only)
*/
if (saction->mode == SACTCONT_SHAPEKEY)
saction->action = NULL;
break;
}
case SPACE_SEQ:
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{
SpaceSeq *sseq = (SpaceSeq *)sl;
memcpy(&ar->v2d, &sseq->v2d, sizeof(View2D));
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ar->v2d.scroll |= (V2D_SCROLL_BOTTOM | V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_LEFT | V2D_SCROLL_SCALE_VERTICAL);
ar->v2d.align = V2D_ALIGN_NO_NEG_Y;
ar->v2d.flag |= V2D_IS_INITIALISED;
break;
}
case SPACE_NODE:
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{
SpaceNode *snode = (SpaceNode *)sl;
memcpy(&ar->v2d, &snode->v2d, sizeof(View2D));
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ar->v2d.scroll = (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
ar->v2d.keepzoom = V2D_LIMITZOOM | V2D_KEEPASPECT;
break;
}
case SPACE_PROPERTIES:
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{
SpaceProperties *sbuts = (SpaceProperties *)sl;
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memcpy(&ar->v2d, &sbuts->v2d, sizeof(View2D));
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ar->v2d.scroll |= (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
break;
}
case SPACE_FILE:
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{
// SpaceFile *sfile = (SpaceFile *)sl;
ar->v2d.tot.xmin = ar->v2d.tot.ymin = 0;
ar->v2d.tot.xmax = ar->winx;
ar->v2d.tot.ymax = ar->winy;
ar->v2d.cur = ar->v2d.tot;
ar->regiontype = RGN_TYPE_WINDOW;
ar->v2d.scroll = (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
ar->v2d.align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_POS_Y);
ar->v2d.keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
break;
}
case SPACE_TEXT:
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{
SpaceText *st = (SpaceText *)sl;
st->flags |= ST_FIND_WRAP;
}
//case SPACE_XXX: // FIXME... add other ones
// memcpy(&ar->v2d, &((SpaceXxx *)sl)->v2d, sizeof(View2D));
// break;
}
}
}
static void do_versions_windowmanager_2_50(bScreen *screen)
{
ScrArea *sa;
SpaceLink *sl;
/* add regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
/* we keep headertype variable to convert old files only */
if (sa->headertype)
area_add_header_region(sa, &sa->regionbase);
area_add_window_regions(sa, sa->spacedata.first, &sa->regionbase);
/* space imageselect is deprecated */
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_IMASEL)
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sl->spacetype = SPACE_EMPTY; /* spacedata then matches */
}
/* space sound is deprecated */
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_SOUND)
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sl->spacetype = SPACE_EMPTY; /* spacedata then matches */
}
/* pushed back spaces also need regions! */
if (sa->spacedata.first) {
sl = sa->spacedata.first;
for (sl = sl->next; sl; sl = sl->next) {
if (sa->headertype)
area_add_header_region(sa, &sl->regionbase);
area_add_window_regions(sa, sl, &sl->regionbase);
}
}
}
}
static void versions_gpencil_add_main(ListBase *lb, ID *id, const char *name)
{
BLI_addtail(lb, id);
id->us = 1;
id->flag = LIB_FAKEUSER;
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*( (short *)id->name) = ID_GD;
BKE_id_new_name_validate(lb, id, name);
/* alphabetic insertion: is in BKE_id_new_name_validate */
if (G.debug & G_DEBUG)
printf("Converted GPencil to ID: %s\n", id->name + 2);
}
static void do_versions_gpencil_2_50(Main *main, bScreen *screen)
{
ScrArea *sa;
SpaceLink *sl;
/* add regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
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View3D *v3d = (View3D *)sl;
if (v3d->gpd) {
versions_gpencil_add_main(&main->gpencils, (ID *)v3d->gpd, "GPencil View3D");
v3d->gpd = NULL;
}
}
else if (sl->spacetype == SPACE_NODE) {
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SpaceNode *snode = (SpaceNode *)sl;
if (snode->gpd) {
versions_gpencil_add_main(&main->gpencils, (ID *)snode->gpd, "GPencil Node");
snode->gpd = NULL;
}
}
else if (sl->spacetype == SPACE_SEQ) {
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SpaceSeq *sseq = (SpaceSeq *)sl;
if (sseq->gpd) {
versions_gpencil_add_main(&main->gpencils, (ID *)sseq->gpd, "GPencil Node");
sseq->gpd = NULL;
}
}
else if (sl->spacetype == SPACE_IMAGE) {
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SpaceImage *sima = (SpaceImage *)sl;
#if 0 /* see comment on r28002 */
if (sima->gpd) {
versions_gpencil_add_main(&main->gpencil, (ID *)sima->gpd, "GPencil Image");
sima->gpd = NULL;
}
#else
sima->gpd = NULL;
#endif
}
}
}
}
static void do_version_mdef_250(Main *main)
{
Object *ob;
ModifierData *md;
MeshDeformModifierData *mmd;
for (ob = main->objects.first; ob; ob = ob->id.next) {
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_MeshDeform) {
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mmd = (MeshDeformModifierData *)md;
if (mmd->bindcos) {
/* make bindcos NULL in order to trick older versions
* into thinking that the mesh was not bound yet */
mmd->bindcagecos = mmd->bindcos;
mmd->bindcos = NULL;
modifier_mdef_compact_influences(md);
}
}
}
}
}
static void do_version_constraints_radians_degrees_250(ListBase *lb)
{
bConstraint *con;
for (con = lb->first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data = con->data;
data->poleangle *= (float)(M_PI / 180.0);
}
else if (con->type == CONSTRAINT_TYPE_ROTLIMIT) {
bRotLimitConstraint *data = con->data;
data->xmin *= (float)(M_PI / 180.0);
data->xmax *= (float)(M_PI / 180.0);
data->ymin *= (float)(M_PI / 180.0);
data->ymax *= (float)(M_PI / 180.0);
data->zmin *= (float)(M_PI / 180.0);
data->zmax *= (float)(M_PI / 180.0);
}
}
}
static void do_version_bone_roll_256(Bone *bone)
{
Bone *child;
float submat[3][3];
copy_m3_m4(submat, bone->arm_mat);
mat3_to_vec_roll(submat, NULL, &bone->arm_roll);
for (child = bone->childbase.first; child; child = child->next)
do_version_bone_roll_256(child);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
/* deprecated, only keep this for readfile.c */
/* XXX Deprecated function to add a socket in ntree->inputs/ntree->outputs list
* (previously called node_group_add_socket). This function has been superseded
* by the implementation of proxy nodes. It is still necessary though
* for do_versions of pre-2.56.2 code (r35033), so later proxy nodes
* can be generated consistently from ntree socket lists.
*/
static bNodeSocket *do_versions_node_group_add_socket_2_56_2(bNodeTree *ngroup, const char *name, int type, int in_out)
{
// bNodeSocketType *stype = ntreeGetSocketType(type);
bNodeSocket *gsock = MEM_callocN(sizeof(bNodeSocket), "bNodeSocket");
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
BLI_strncpy(gsock->name, name, sizeof(gsock->name));
gsock->type = type;
gsock->next = gsock->prev = NULL;
gsock->new_sock = NULL;
gsock->link = NULL;
/* assign new unique index */
gsock->own_index = ngroup->cur_index++;
2018-11-30 14:51:16 +11:00
gsock->limit = (in_out == SOCK_IN ? 0xFFF : 1);
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
// if (stype->value_structsize > 0)
// gsock->default_value = MEM_callocN(stype->value_structsize, "default socket value");
2018-06-17 17:06:07 +02:00
2018-11-30 14:51:16 +11:00
BLI_addtail(in_out == SOCK_IN ? &ngroup->inputs : &ngroup->outputs, gsock);
2018-06-17 17:06:07 +02:00
2018-11-30 14:51:16 +11:00
ngroup->update |= (in_out == SOCK_IN ? NTREE_UPDATE_GROUP_IN : NTREE_UPDATE_GROUP_OUT);
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
return gsock;
}
/* Create default_value structs for node sockets from the internal bNodeStack value.
* These structs were used from 2.59.2 on, but are replaced in the subsequent do_versions for custom nodes
* by generic ID property values. This conversion happened _after_ do_versions originally due to messy type initialization
* for node sockets. Now created here intermediately for convenience and to keep do_versions consistent.
*
* Node compatibility code is gross ...
*/
static void do_versions_socket_default_value_259(bNodeSocket *sock)
{
bNodeSocketValueFloat *valfloat;
bNodeSocketValueVector *valvector;
bNodeSocketValueRGBA *valrgba;
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
if (sock->default_value)
return;
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
switch (sock->type) {
case SOCK_FLOAT:
valfloat = sock->default_value = MEM_callocN(sizeof(bNodeSocketValueFloat), "default socket value");
valfloat->value = sock->ns.vec[0];
valfloat->min = sock->ns.min;
valfloat->max = sock->ns.max;
valfloat->subtype = PROP_NONE;
break;
case SOCK_VECTOR:
valvector = sock->default_value = MEM_callocN(sizeof(bNodeSocketValueVector), "default socket value");
copy_v3_v3(valvector->value, sock->ns.vec);
valvector->min = sock->ns.min;
valvector->max = sock->ns.max;
valvector->subtype = PROP_NONE;
break;
case SOCK_RGBA:
valrgba = sock->default_value = MEM_callocN(sizeof(bNodeSocketValueRGBA), "default socket value");
copy_v4_v4(valrgba->value, sock->ns.vec);
break;
}
}
void blo_do_versions_250(FileData *fd, Library *lib, Main *bmain)
{
/* WATCH IT!!!: pointers from libdata have not been converted */
if (bmain->versionfile < 250) {
bScreen *screen;
Scene *scene;
Base *base;
Material *ma;
Camera *cam;
Curve *cu;
Scene *sce;
Tex *tx;
ParticleSettings *part;
Object *ob;
//PTCacheID *pid;
//ListBase pidlist;
bSound *sound;
Sequence *seq;
for (sound = bmain->sounds.first; sound; sound = sound->id.next) {
if (sound->newpackedfile) {
sound->packedfile = sound->newpackedfile;
sound->newpackedfile = NULL;
}
}
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
if (scene->ed && scene->ed->seqbasep) {
2018-11-30 14:51:16 +11:00
SEQ_BEGIN(scene->ed, seq)
{
if (seq->type == SEQ_TYPE_SOUND_HD) {
char str[FILE_MAX];
BLI_join_dirfile(str, sizeof(str), seq->strip->dir, seq->strip->stripdata->name);
BLI_path_abs(str, BKE_main_blendfile_path(bmain));
seq->sound = BKE_sound_new_file(bmain, str);
}
#define SEQ_USE_PROXY_CUSTOM_DIR (1 << 19)
#define SEQ_USE_PROXY_CUSTOM_FILE (1 << 21)
/* don't know, if anybody used that this way, but just in case, upgrade to new way... */
if ((seq->flag & SEQ_USE_PROXY_CUSTOM_FILE) &&
2018-11-30 14:51:16 +11:00
!(seq->flag & SEQ_USE_PROXY_CUSTOM_DIR))
{
BLI_snprintf(seq->strip->proxy->dir, FILE_MAXDIR, "%s/BL_proxy", seq->strip->dir);
}
#undef SEQ_USE_PROXY_CUSTOM_DIR
#undef SEQ_USE_PROXY_CUSTOM_FILE
} SEQ_END;
}
}
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
do_versions_windowmanager_2_50(screen);
do_versions_gpencil_2_50(bmain, screen);
}
/* shader, composite and texture node trees have id.name empty, put something in
* to have them show in RNA viewer and accessible otherwise.
*/
for (ma = bmain->materials.first; ma; ma = ma->id.next) {
if (ma->nodetree && ma->nodetree->id.name[0] == '\0')
strcpy(ma->nodetree->id.name, "NTShader Nodetree");
}
/* and composite trees */
for (sce = bmain->scenes.first; sce; sce = sce->id.next) {
enum { R_PANORAMA = (1 << 10) };
if (sce->nodetree && sce->nodetree->id.name[0] == '\0')
strcpy(sce->nodetree->id.name, "NTCompositing Nodetree");
/* move to cameras */
if (sce->r.mode & R_PANORAMA) {
for (base = sce->base.first; base; base = base->next) {
ob = blo_do_versions_newlibadr(fd, lib, base->object);
if (ob->type == OB_CAMERA && !ob->id.lib) {
cam = blo_do_versions_newlibadr(fd, lib, ob->data);
cam->flag |= CAM_PANORAMA;
}
}
sce->r.mode &= ~R_PANORAMA;
}
}
/* and texture trees */
for (tx = bmain->textures.first; tx; tx = tx->id.next) {
bNode *node;
if (tx->nodetree) {
if (tx->nodetree->id.name[0] == '\0')
strcpy(tx->nodetree->id.name, "NTTexture Nodetree");
/* which_output 0 is now "not specified" */
for (node = tx->nodetree->nodes.first; node; node = node->next)
if (node->type == TEX_NODE_OUTPUT)
node->custom1++;
}
}
/* particle draw and render types */
for (part = bmain->particles.first; part; part = part->id.next) {
if (part->draw_as) {
if (part->draw_as == PART_DRAW_DOT) {
part->ren_as = PART_DRAW_HALO;
part->draw_as = PART_DRAW_REND;
}
else if (part->draw_as <= PART_DRAW_AXIS) {
part->ren_as = PART_DRAW_HALO;
}
else {
part->ren_as = part->draw_as;
part->draw_as = PART_DRAW_REND;
}
}
part->path_end = 1.0f;
part->clength = 1.0f;
}
/* set old pointcaches to have disk cache flag */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
//BKE_ptcache_ids_from_object(&pidlist, ob);
//for (pid = pidlist.first; pid; pid = pid->next)
// pid->cache->flag |= PTCACHE_DISK_CACHE;
//BLI_freelistN(&pidlist);
}
/* type was a mixed flag & enum. move the 2d flag elsewhere */
for (cu = bmain->curves.first; cu; cu = cu->id.next) {
Nurb *nu;
for (nu = cu->nurb.first; nu; nu = nu->next) {
nu->flag |= (nu->type & CU_2D);
nu->type &= CU_TYPE;
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 1)) {
Object *ob;
Tex *tex;
Scene *sce;
ToolSettings *ts;
//PTCacheID *pid;
//ListBase pidlist;
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
//BKE_ptcache_ids_from_object(&pidlist, ob);
//for (pid = pidlist.first; pid; pid = pid->next) {
// if (BLI_listbase_is_empty(pid->ptcaches))
// pid->ptcaches->first = pid->ptcaches->last = pid->cache;
//}
//BLI_freelistN(&pidlist);
if (ob->type == OB_MESH) {
Mesh *me = blo_do_versions_newlibadr(fd, lib, ob->data);
void *olddata = ob->data;
ob->data = me;
/* XXX - library meshes crash on loading most yoFrankie levels,
* the multires pointer gets invalid - Campbell */
if (me && me->id.lib == NULL && me->mr && me->mr->level_count > 1) {
multires_load_old(ob, me);
}
ob->data = olddata;
}
if (ob->totcol && ob->matbits == NULL) {
int a;
ob->matbits = MEM_calloc_arrayN(ob->totcol, sizeof(char), "ob->matbits");
for (a = 0; a < ob->totcol; a++)
2018-11-30 14:51:16 +11:00
ob->matbits[a] = (ob->colbits & (1 << a)) != 0;
}
}
/* texture filter */
for (tex = bmain->textures.first; tex; tex = tex->id.next) {
if (tex->afmax == 0)
tex->afmax = 8;
}
for (sce = bmain->scenes.first; sce; sce = sce->id.next) {
ts = sce->toolsettings;
if (!ts->uv_selectmode || ts->vgroup_weight == 0.0f) {
ts->selectmode = SCE_SELECT_VERTEX;
/* autokeying - setting should be taken from the user-prefs
* but the userprefs version may not have correct flags set
* (i.e. will result in blank box when enabled)
*/
ts->autokey_mode = U.autokey_mode;
if (ts->autokey_mode == 0)
ts->autokey_mode = 2; /* 'add/replace' but not on */
ts->uv_selectmode = UV_SELECT_VERTEX;
ts->vgroup_weight = 1.0f;
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 2)) {
Object *ob;
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
if (ob->flag & 8192) // OB_POSEMODE = 8192
ob->mode |= OB_MODE_POSE;
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 4)) {
Scene *sce;
Object *ob;
ParticleSettings *part;
bool do_gravity = false;
for (sce = bmain->scenes.first; sce; sce = sce->id.next)
if (sce->unit.scale_length == 0.0f)
sce->unit.scale_length = 1.0f;
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
/* fluid-sim stuff */
2018-11-30 14:51:16 +11:00
FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifiers_findByType(ob, eModifierType_Fluidsim);
if (fluidmd)
fluidmd->fss->fmd = fluidmd;
/* rotation modes were added, but old objects would now default to being 'quaternion based' */
ob->rotmode = ROT_MODE_EUL;
}
for (sce = bmain->scenes.first; sce; sce = sce->id.next) {
if (sce->audio.main == 0.0f)
sce->audio.main = 1.0f;
sce->r.ffcodecdata.audio_mixrate = sce->audio.mixrate;
sce->r.ffcodecdata.audio_volume = sce->audio.main;
sce->audio.distance_model = 2;
sce->audio.doppler_factor = 1.0f;
sce->audio.speed_of_sound = 343.3f;
}
/* Add default gravity to scenes */
for (sce = bmain->scenes.first; sce; sce = sce->id.next) {
if ((sce->physics_settings.flag & PHYS_GLOBAL_GRAVITY) == 0 &&
is_zero_v3(sce->physics_settings.gravity))
{
sce->physics_settings.gravity[0] = sce->physics_settings.gravity[1] = 0.0f;
sce->physics_settings.gravity[2] = -9.81f;
sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
do_gravity = true;
}
}
/* Assign proper global gravity weights for dynamics (only z-coordinate is taken into account) */
if (do_gravity) {
for (part = bmain->particles.first; part; part = part->id.next)
2018-11-30 14:51:16 +11:00
part->effector_weights->global_gravity = part->acc[2] / -9.81f;
}
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
ModifierData *md;
if (do_gravity) {
for (md = ob->modifiers.first; md; md = md->next) {
2018-11-30 14:51:16 +11:00
ClothModifierData *clmd = (ClothModifierData *)modifiers_findByType(ob, eModifierType_Cloth);
if (clmd)
2018-11-30 14:51:16 +11:00
clmd->sim_parms->effector_weights->global_gravity = clmd->sim_parms->gravity[2] / -9.81f;
}
if (ob->soft)
2018-11-30 14:51:16 +11:00
ob->soft->effector_weights->global_gravity = ob->soft->grav / 9.81f;
}
/* Normal wind shape is plane */
if (ob->pd) {
if (ob->pd->forcefield == PFIELD_WIND)
ob->pd->shape = PFIELD_SHAPE_PLANE;
if (ob->pd->flag & PFIELD_PLANAR)
ob->pd->shape = PFIELD_SHAPE_PLANE;
else if (ob->pd->flag & PFIELD_SURFACE)
ob->pd->shape = PFIELD_SHAPE_SURFACE;
ob->pd->flag |= PFIELD_DO_LOCATION;
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 6)) {
Object *ob;
/* New variables for axis-angle rotations and/or quaternion rotations were added, and need proper initialization */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
/* new variables for all objects */
ob->quat[0] = 1.0f;
ob->rotAxis[1] = 1.0f;
/* bones */
if (ob->pose) {
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
/* just need to initalise rotation axis properly... */
pchan->rotAxis[1] = 1.0f;
}
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 7)) {
Mesh *me;
Nurb *nu;
Lattice *lt;
Curve *cu;
Key *key;
const float *data;
int a, tot;
/* shape keys are no longer applied to the mesh itself, but rather
* to the derivedmesh/displist, so here we ensure that the basis
* shape key is always set in the mesh coordinates. */
for (me = bmain->meshes.first; me; me = me->id.next) {
if ((key = blo_do_versions_newlibadr(fd, lib, me->key)) && key->refkey) {
data = key->refkey->data;
tot = MIN2(me->totvert, key->refkey->totelem);
for (a = 0; a < tot; a++, data += 3)
copy_v3_v3(me->mvert[a].co, data);
}
}
for (lt = bmain->lattices.first; lt; lt = lt->id.next) {
if ((key = blo_do_versions_newlibadr(fd, lib, lt->key)) && key->refkey) {
data = key->refkey->data;
2018-11-30 14:51:16 +11:00
tot = MIN2(lt->pntsu * lt->pntsv * lt->pntsw, key->refkey->totelem);
for (a = 0; a < tot; a++, data += 3)
copy_v3_v3(lt->def[a].vec, data);
}
}
for (cu = bmain->curves.first; cu; cu = cu->id.next) {
if ((key = blo_do_versions_newlibadr(fd, lib, cu->key)) && key->refkey) {
data = key->refkey->data;
for (nu = cu->nurb.first; nu; nu = nu->next) {
if (nu->bezt) {
BezTriple *bezt = nu->bezt;
for (a = 0; a < nu->pntsu; a++, bezt++) {
2018-11-30 14:51:16 +11:00
copy_v3_v3(bezt->vec[0], data); data += 3;
copy_v3_v3(bezt->vec[1], data); data += 3;
copy_v3_v3(bezt->vec[2], data); data += 3;
2019-03-04 01:14:27 +11:00
bezt->tilt = *data; data++;
}
}
else if (nu->bp) {
BPoint *bp = nu->bp;
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for (a = 0; a < nu->pntsu * nu->pntsv; a++, bp++) {
copy_v3_v3(bp->vec, data); data += 3;
2019-03-04 01:14:27 +11:00
bp->tilt = *data; data++;
}
}
}
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 8)) {
{
Scene *sce = bmain->scenes.first;
while (sce) {
if (sce->r.frame_step == 0)
sce->r.frame_step = 1;
sce = sce->id.next;
}
}
{
/* ensure all nodes have unique names */
bNodeTree *ntree = bmain->nodetrees.first;
while (ntree) {
bNode *node = ntree->nodes.first;
while (node) {
nodeUniqueName(ntree, node);
node = node->next;
}
ntree = ntree->id.next;
}
}
{
Object *ob = bmain->objects.first;
while (ob) {
/* shaded mode disabled for now */
if (ob->dt == OB_MATERIAL)
ob->dt = OB_TEXTURE;
ob = ob->id.next;
}
}
{
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
2018-11-30 14:51:16 +11:00
View3D *v3d = (View3D *)sl;
if (v3d->drawtype == OB_MATERIAL)
v3d->drawtype = OB_SOLID;
}
}
}
}
}
/* only convert old 2.50 files with color management */
if (bmain->versionfile == 250) {
Scene *sce = bmain->scenes.first;
Material *ma = bmain->materials.first;
Tex *tex = bmain->textures.first;
int i, convert = 0;
/* convert to new color management system:
* while previously colors were stored as srgb,
* now they are stored as linear internally,
* with screen gamma correction in certain places in the UI. */
/* don't know what scene is active, so we'll convert if any scene has it enabled... */
while (sce) {
if (sce->r.color_mgt_flag & R_COLOR_MANAGEMENT)
convert = 1;
sce = sce->id.next;
}
if (convert) {
while (ma) {
srgb_to_linearrgb_v3_v3(&ma->r, &ma->r);
srgb_to_linearrgb_v3_v3(&ma->specr, &ma->specr);
ma = ma->id.next;
}
while (tex) {
if (tex->coba) {
ColorBand *band = (ColorBand *)tex->coba;
for (i = 0; i < band->tot; i++) {
CBData *data = band->data + i;
srgb_to_linearrgb_v3_v3(&data->r, &data->r);
}
}
tex = tex->id.next;
}
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 9)) {
Scene *sce;
Mesh *me;
Object *ob;
for (sce = bmain->scenes.first; sce; sce = sce->id.next)
if (!sce->toolsettings->particle.selectmode)
sce->toolsettings->particle.selectmode = SCE_SELECT_PATH;
if (bmain->versionfile == 250 && bmain->subversionfile > 1) {
for (me = bmain->meshes.first; me; me = me->id.next)
multires_load_old_250(me);
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
2018-11-30 14:51:16 +11:00
MultiresModifierData *mmd = (MultiresModifierData *)modifiers_findByType(ob, eModifierType_Multires);
if (mmd) {
mmd->totlvl--;
mmd->lvl--;
mmd->sculptlvl = mmd->lvl;
mmd->renderlvl = mmd->lvl;
}
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 10)) {
Object *ob;
/* properly initialize hair clothsim data on old files */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Cloth) {
ClothModifierData *clmd = (ClothModifierData *)md;
if (clmd->sim_parms->velocity_smooth < 0.01f)
clmd->sim_parms->velocity_smooth = 0.f;
}
}
}
}
/* fix bad area setup in subversion 10 */
if (bmain->versionfile == 250 && bmain->subversionfile == 10) {
/* fix for new view type in sequencer */
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
/* remove all preview window in wrong spaces */
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype != SPACE_SEQ) {
ARegion *ar;
ListBase *regionbase;
if (sl == sa->spacedata.first) {
regionbase = &sa->regionbase;
}
else {
regionbase = &sl->regionbase;
}
for (ar = regionbase->first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_PREVIEW)
break;
}
if (ar && (ar->regiontype == RGN_TYPE_PREVIEW)) {
SpaceType *st = BKE_spacetype_from_id(SPACE_SEQ);
BKE_area_region_free(st, ar);
BLI_freelinkN(regionbase, ar);
}
}
}
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 11)) {
{
/* fix for new view type in sequencer */
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_SEQ) {
ARegion *ar;
ARegion *ar_main;
ListBase *regionbase;
SpaceSeq *sseq = (SpaceSeq *)sl;
if (sl == sa->spacedata.first) {
regionbase = &sa->regionbase;
}
else {
regionbase = &sl->regionbase;
}
if (sseq->view == 0)
sseq->view = SEQ_VIEW_SEQUENCE;
if (sseq->mainb == 0)
sseq->mainb = SEQ_DRAW_IMG_IMBUF;
2018-11-30 14:51:16 +11:00
ar_main = (ARegion *)regionbase->first;
for (; ar_main; ar_main = ar_main->next) {
if (ar_main->regiontype == RGN_TYPE_WINDOW)
break;
}
ar = MEM_callocN(sizeof(ARegion), "preview area for sequencer");
BLI_insertlinkbefore(regionbase, ar_main, ar);
sequencer_init_preview_region(ar);
}
}
}
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 12)) {
Object *ob;
Brush *brush;
/* anim viz changes */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
/* initialize object defaults */
animviz_settings_init(&ob->avs);
/* if armature, copy settings for pose from armature data
* performing initialization where appropriate
*/
if (ob->pose && ob->data) {
bArmature *arm = blo_do_versions_newlibadr(fd, lib, ob->data);
if (arm) { /* XXX - why does this fail in some cases? */
bAnimVizSettings *avs = &ob->pose->avs;
/* path settings --------------------- */
2015-07-18 19:02:39 +10:00
/* ranges */
avs->path_bc = 10;
avs->path_ac = 10;
avs->path_sf = 1;
avs->path_ef = 250;
2015-07-18 19:02:39 +10:00
/* flags */
if (arm->pathflag & ARM_PATH_FNUMS)
avs->path_viewflag |= MOTIONPATH_VIEW_FNUMS;
if (arm->pathflag & ARM_PATH_KFRAS)
avs->path_viewflag |= MOTIONPATH_VIEW_KFRAS;
if (arm->pathflag & ARM_PATH_KFNOS)
avs->path_viewflag |= MOTIONPATH_VIEW_KFNOS;
2015-07-18 19:02:39 +10:00
/* bake flags */
if (arm->pathflag & ARM_PATH_HEADS)
avs->path_bakeflag |= MOTIONPATH_BAKE_HEADS;
2015-07-18 19:02:39 +10:00
/* type */
if (arm->pathflag & ARM_PATH_ACFRA)
avs->path_type = MOTIONPATH_TYPE_ACFRA;
2015-07-18 19:02:39 +10:00
/* stepsize */
avs->path_step = 1;
}
else
animviz_settings_init(&ob->pose->avs);
}
}
/* brush texture changes */
for (brush = bmain->brushes.first; brush; brush = brush->id.next) {
2015-03-29 03:16:55 +11:00
BKE_texture_mtex_default(&brush->mtex);
BKE_texture_mtex_default(&brush->mask_mtex);
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 13)) {
/* NOTE: if you do more conversion, be sure to do it outside of this and
* increase subversion again, otherwise it will not be correct */
Object *ob;
/* convert degrees to radians for internal use */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
bPoseChannel *pchan;
do_version_constraints_radians_degrees_250(&ob->constraints);
if (ob->pose) {
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
pchan->limitmin[0] *= (float)(M_PI / 180.0);
pchan->limitmin[1] *= (float)(M_PI / 180.0);
pchan->limitmin[2] *= (float)(M_PI / 180.0);
pchan->limitmax[0] *= (float)(M_PI / 180.0);
pchan->limitmax[1] *= (float)(M_PI / 180.0);
pchan->limitmax[2] *= (float)(M_PI / 180.0);
do_version_constraints_radians_degrees_250(&pchan->constraints);
}
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 14)) {
/* fix for bad View2D extents for Animation Editors */
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
ListBase *regionbase;
ARegion *ar;
if (sl == sa->spacedata.first)
regionbase = &sa->regionbase;
else
regionbase = &sl->regionbase;
if (ELEM(sl->spacetype, SPACE_ACTION, SPACE_NLA)) {
2018-11-30 14:51:16 +11:00
for (ar = (ARegion *)regionbase->first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
ar->v2d.cur.ymax = ar->v2d.tot.ymax = 0.0f;
ar->v2d.cur.ymin = ar->v2d.tot.ymin = (float)(-sa->winy) / 3.0f;
}
}
}
}
}
}
}
if (bmain->versionfile < 250 || (bmain->versionfile == 250 && bmain->subversionfile < 17)) {
Scene *sce;
Sequence *seq;
/* initialize to sane default so toggling on border shows something */
for (sce = bmain->scenes.first; sce; sce = sce->id.next) {
if (sce->r.border.xmin == 0.0f && sce->r.border.ymin == 0.0f &&
sce->r.border.xmax == 0.0f && sce->r.border.ymax == 0.0f)
{
sce->r.border.xmin = 0.0f;
sce->r.border.ymin = 0.0f;
sce->r.border.xmax = 1.0f;
sce->r.border.ymax = 1.0f;
}
if ((sce->r.ffcodecdata.flags & FFMPEG_MULTIPLEX_AUDIO) == 0)
sce->r.ffcodecdata.audio_codec = 0x0; // CODEC_ID_NONE
2018-11-30 14:51:16 +11:00
SEQ_BEGIN(sce->ed, seq)
{
seq->volume = 1.0f;
} SEQ_END;
}
/* particle brush strength factor was changed from int to float */
for (sce = bmain->scenes.first; sce; sce = sce->id.next) {
ParticleEditSettings *pset = &sce->toolsettings->particle;
int a;
2018-01-18 14:02:26 +11:00
for (a = 0; a < ARRAY_SIZE(pset->brush); a++)
pset->brush[a].strength /= 100.0f;
}
/* sequencer changes */
{
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_SEQ) {
ARegion *ar_preview;
ListBase *regionbase;
if (sl == sa->spacedata.first) {
regionbase = &sa->regionbase;
}
else {
regionbase = &sl->regionbase;
}
2018-11-30 14:51:16 +11:00
ar_preview = (ARegion *)regionbase->first;
for (; ar_preview; ar_preview = ar_preview->next) {
if (ar_preview->regiontype == RGN_TYPE_PREVIEW)
break;
}
if (ar_preview && (ar_preview->regiontype == RGN_TYPE_PREVIEW)) {
sequencer_init_preview_region(ar_preview);
}
}
}
}
}
} /* sequencer changes */
}
2018-11-30 14:51:16 +11:00
if (bmain->versionfile <= 251) { /* 2.5.1 had no subversions */
bScreen *sc;
/* Blender 2.5.2 - subversion 0 introduced a new setting: V3D_HIDE_OVERLAYS.
* This bit was used in the past for V3D_TRANSFORM_SNAP, which is now deprecated.
* Here we clear it for old files so they don't come in with V3D_HIDE_OVERLAYS set,
2019-02-27 12:02:02 +11:00
* which would cause cameras, lights, etc to become invisible */
for (sc = bmain->screens.first; sc; sc = sc->id.next) {
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
2012-08-26 11:35:43 +00:00
View3D *v3d = (View3D *)sl;
v3d->flag2 &= ~V3D_HIDE_OVERLAYS;
}
}
}
}
}
if (bmain->versionfile < 252 || (bmain->versionfile == 252 && bmain->subversionfile < 1)) {
Brush *brush;
Object *ob;
Scene *scene;
bNodeTree *ntree;
for (brush = bmain->brushes.first; brush; brush = brush->id.next) {
if (brush->curve)
brush->curve->preset = CURVE_PRESET_SMOOTH;
}
/* properly initialize active flag for fluidsim modifiers */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Fluidsim) {
2018-11-30 14:51:16 +11:00
FluidsimModifierData *fmd = (FluidsimModifierData *)md;
fmd->fss->flag |= OB_FLUIDSIM_ACTIVE;
fmd->fss->flag |= OB_FLUIDSIM_OVERRIDE_TIME;
}
}
}
/* adjustment to color balance node values */
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
if (scene->nodetree) {
bNode *node = scene->nodetree->nodes.first;
while (node) {
if (node->type == CMP_NODE_COLORBALANCE) {
2018-11-30 14:51:16 +11:00
NodeColorBalance *n = (NodeColorBalance *)node->storage;
n->lift[0] += 1.f;
n->lift[1] += 1.f;
n->lift[2] += 1.f;
}
node = node->next;
}
}
}
/* check inside node groups too */
for (ntree = bmain->nodetrees.first; ntree; ntree = ntree->id.next) {
bNode *node = ntree->nodes.first;
while (node) {
if (node->type == CMP_NODE_COLORBALANCE) {
2018-11-30 14:51:16 +11:00
NodeColorBalance *n = (NodeColorBalance *)node->storage;
n->lift[0] += 1.f;
n->lift[1] += 1.f;
n->lift[2] += 1.f;
}
node = node->next;
}
}
}
/* old-track -> constraints (this time we're really doing it!) */
if (bmain->versionfile < 252 || (bmain->versionfile == 252 && bmain->subversionfile < 2)) {
Object *ob;
for (ob = bmain->objects.first; ob; ob = ob->id.next)
blo_do_version_old_trackto_to_constraints(ob);
}
if (bmain->versionfile < 252 || (bmain->versionfile == 252 && bmain->subversionfile < 5)) {
bScreen *sc;
/* Image editor scopes */
for (sc = bmain->screens.first; sc; sc = sc->id.next) {
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_IMAGE) {
2018-11-30 14:51:16 +11:00
SpaceImage *sima = (SpaceImage *)sl;
scopes_new(&sima->scopes);
}
}
}
}
}
if (bmain->versionfile < 253) {
Object *ob;
Scene *scene;
bScreen *sc;
Tex *tex;
Brush *brush;
for (sc = bmain->screens.first; sc; sc = sc->id.next) {
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_NODE) {
2018-11-30 14:51:16 +11:00
SpaceNode *snode = (SpaceNode *)sl;
ListBase *regionbase;
ARegion *ar;
if (sl == sa->spacedata.first)
regionbase = &sa->regionbase;
else
regionbase = &sl->regionbase;
if (snode->v2d.minzoom > 0.09f)
snode->v2d.minzoom = 0.09f;
if (snode->v2d.maxzoom < 2.31f)
snode->v2d.maxzoom = 2.31f;
for (ar = regionbase->first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
if (ar->v2d.minzoom > 0.09f)
ar->v2d.minzoom = 0.09f;
if (ar->v2d.maxzoom < 2.31f)
ar->v2d.maxzoom = 2.31f;
}
}
}
}
}
}
do_version_mdef_250(bmain);
/* parent type to modifier */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
if (ob->parent) {
2018-11-30 14:51:16 +11:00
Object *parent = (Object *)blo_do_versions_newlibadr(fd, lib, ob->parent);
if (parent) { /* parent may not be in group */
enum { PARCURVE = 1 };
if (parent->type == OB_ARMATURE && ob->partype == PARSKEL) {
ArmatureModifierData *amd;
2018-11-30 14:51:16 +11:00
bArmature *arm = (bArmature *)blo_do_versions_newlibadr(fd, lib, parent->data);
2018-11-30 14:51:16 +11:00
amd = (ArmatureModifierData *)modifier_new(eModifierType_Armature);
amd->object = ob->parent;
2018-11-30 14:51:16 +11:00
BLI_addtail((ListBase *)&ob->modifiers, amd);
amd->deformflag = arm->deformflag;
ob->partype = PAROBJECT;
}
else if (parent->type == OB_LATTICE && ob->partype == PARSKEL) {
LatticeModifierData *lmd;
2018-11-30 14:51:16 +11:00
lmd = (LatticeModifierData *)modifier_new(eModifierType_Lattice);
lmd->object = ob->parent;
2018-11-30 14:51:16 +11:00
BLI_addtail((ListBase *)&ob->modifiers, lmd);
ob->partype = PAROBJECT;
}
else if (parent->type == OB_CURVE && ob->partype == PARCURVE) {
CurveModifierData *cmd;
2018-11-30 14:51:16 +11:00
cmd = (CurveModifierData *)modifier_new(eModifierType_Curve);
cmd->object = ob->parent;
2018-11-30 14:51:16 +11:00
BLI_addtail((ListBase *)&ob->modifiers, cmd);
ob->partype = PAROBJECT;
}
}
}
}
/* initialize scene active layer */
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
int i;
for (i = 0; i < 20; i++) {
2018-11-30 14:51:16 +11:00
if (scene->lay & (1 << i)) {
scene->layact = 1 << i;
break;
}
}
}
for (tex = bmain->textures.first; tex; tex = tex->id.next) {
/* if youre picky, this isn't correct until we do a version bump
* since you could set saturation to be 0.0*/
if (tex->saturation == 0.0f)
tex->saturation = 1.0f;
}
{
Curve *cu;
for (cu = bmain->curves.first; cu; cu = cu->id.next) {
cu->smallcaps_scale = 0.75f;
}
}
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
if (scene) {
Sequence *seq;
2018-11-30 14:51:16 +11:00
SEQ_BEGIN(scene->ed, seq)
{
if (seq->sat == 0.0f) {
seq->sat = 1.0f;
}
} SEQ_END;
}
}
/* GSOC 2010 Sculpt - New settings for Brush */
for (brush = bmain->brushes.first; brush; brush = brush->id.next) {
/* Sanity Check */
/* infinite number of dabs */
if (brush->spacing == 0)
brush->spacing = 10;
/* will have no effect */
if (brush->alpha == 0)
brush->alpha = 0.5f;
/* bad radius */
if (brush->unprojected_radius == 0)
brush->unprojected_radius = 0.125f;
/* unusable size */
if (brush->size == 0)
brush->size = 35;
/* can't see overlay */
if (brush->texture_overlay_alpha == 0)
brush->texture_overlay_alpha = 33;
/* same as draw brush */
if (brush->crease_pinch_factor == 0)
brush->crease_pinch_factor = 0.5f;
/* will sculpt no vertexes */
if (brush->plane_trim == 0)
brush->plane_trim = 0.5f;
/* same as smooth stroke off */
if (brush->smooth_stroke_radius == 0)
brush->smooth_stroke_radius = 75;
/* will keep cursor in one spot */
if (brush->smooth_stroke_radius == 1)
brush->smooth_stroke_factor = 0.9f;
/* same as dots */
if (brush->rate == 0)
brush->rate = 0.1f;
/* New Settings */
if (bmain->versionfile < 252 || (bmain->versionfile == 252 && bmain->subversionfile < 5)) {
brush->flag |= BRUSH_SPACE_ATTEN; // explicitly enable adaptive space
/* spacing was originally in pixels, convert it to percentage for new version
* size should not be zero due to sanity check above
*/
2018-11-30 14:51:16 +11:00
brush->spacing = (int)(100 * ((float)brush->spacing) / ((float)brush->size));
if (brush->add_col[0] == 0 &&
2018-11-30 14:51:16 +11:00
brush->add_col[1] == 0 &&
brush->add_col[2] == 0)
{
brush->add_col[0] = 1.00f;
brush->add_col[1] = 0.39f;
brush->add_col[2] = 0.39f;
}
if (brush->sub_col[0] == 0 &&
2018-11-30 14:51:16 +11:00
brush->sub_col[1] == 0 &&
brush->sub_col[2] == 0)
{
brush->sub_col[0] = 0.39f;
brush->sub_col[1] = 0.39f;
brush->sub_col[2] = 1.00f;
}
}
}
}
/* GSOC Sculpt 2010 - Sanity check on Sculpt/Paint settings */
if (bmain->versionfile < 253) {
Scene *sce;
for (sce = bmain->scenes.first; sce; sce = sce->id.next) {
if (sce->toolsettings->sculpt_paint_unified_alpha == 0)
sce->toolsettings->sculpt_paint_unified_alpha = 0.5f;
if (sce->toolsettings->sculpt_paint_unified_unprojected_radius == 0)
sce->toolsettings->sculpt_paint_unified_unprojected_radius = 0.125f;
if (sce->toolsettings->sculpt_paint_unified_size == 0)
sce->toolsettings->sculpt_paint_unified_size = 35;
}
}
if (bmain->versionfile < 253 || (bmain->versionfile == 253 && bmain->subversionfile < 1)) {
Object *ob;
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Smoke) {
SmokeModifierData *smd = (SmokeModifierData *)md;
if ((smd->type & MOD_SMOKE_TYPE_DOMAIN) && smd->domain) {
smd->domain->vorticity = 2.0f;
smd->domain->time_scale = 1.0f;
2018-11-30 14:51:16 +11:00
if (!(smd->domain->flags & (1 << 4)))
continue;
/* delete old MOD_SMOKE_INITVELOCITY flag */
2018-11-30 14:51:16 +11:00
smd->domain->flags &= ~(1 << 4);
/* for now just add it to all flow objects in the scene */
{
Object *ob2;
for (ob2 = bmain->objects.first; ob2; ob2 = ob2->id.next) {
ModifierData *md2;
for (md2 = ob2->modifiers.first; md2; md2 = md2->next) {
if (md2->type == eModifierType_Smoke) {
SmokeModifierData *smd2 = (SmokeModifierData *)md2;
if ((smd2->type & MOD_SMOKE_TYPE_FLOW) && smd2->flow) {
smd2->flow->flags |= MOD_SMOKE_FLOW_INITVELOCITY;
}
}
}
}
}
}
else if ((smd->type & MOD_SMOKE_TYPE_FLOW) && smd->flow) {
smd->flow->vel_multi = 1.0f;
}
}
}
}
}
if (bmain->versionfile < 255 || (bmain->versionfile == 255 && bmain->subversionfile < 1)) {
Brush *br;
ParticleSettings *part;
bScreen *sc;
for (br = bmain->brushes.first; br; br = br->id.next) {
if (br->ob_mode == 0)
br->ob_mode = OB_MODE_ALL_PAINT;
}
for (part = bmain->particles.first; part; part = part->id.next) {
if (part->boids)
part->boids->pitch = 1.0f;
part->flag &= ~PART_HAIR_REGROW; /* this was a deprecated flag before */
part->kink_amp_clump = 1.f; /* keep old files looking similar */
}
for (sc = bmain->screens.first; sc; sc = sc->id.next) {
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_INFO) {
2018-11-30 14:51:16 +11:00
SpaceInfo *sinfo = (SpaceInfo *)sl;
ARegion *ar;
sinfo->rpt_mask = INFO_RPT_OP;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
ar->v2d.scroll = (V2D_SCROLL_RIGHT);
2018-11-30 14:51:16 +11:00
ar->v2d.align = V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_NEG_Y; /* align bottom left */
ar->v2d.keepofs = V2D_LOCKOFS_X;
2018-11-30 14:51:16 +11:00
ar->v2d.keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
ar->v2d.keeptot = V2D_KEEPTOT_BOUNDS;
ar->v2d.minzoom = ar->v2d.maxzoom = 1.0f;
}
}
}
}
}
}
}
if (bmain->versionfile < 255 || (bmain->versionfile == 255 && bmain->subversionfile < 3)) {
Object *ob;
/* ocean res is now squared, reset old ones - will be massive */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Ocean) {
OceanModifierData *omd = (OceanModifierData *)md;
omd->resolution = 7;
omd->oceancache = NULL;
}
}
}
}
if (bmain->versionfile < 256) {
bScreen *sc;
ScrArea *sa;
Key *key;
/* Fix for sample line scope initializing with no height */
for (sc = bmain->screens.first; sc; sc = sc->id.next) {
sa = sc->areabase.first;
while (sa) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_IMAGE) {
2018-11-30 14:51:16 +11:00
SpaceImage *sima = (SpaceImage *)sl;
if (sima->sample_line_hist.height == 0)
sima->sample_line_hist.height = 100;
}
}
sa = sa->next;
}
}
/* old files could have been saved with slidermin = slidermax = 0.0, but the UI in
* 2.4x would never reveal this to users as a dummy value always ended up getting used
* instead
*/
for (key = bmain->shapekeys.first; key; key = key->id.next) {
KeyBlock *kb;
for (kb = key->block.first; kb; kb = kb->next) {
if (IS_EQF(kb->slidermin, kb->slidermax) && IS_EQF(kb->slidermax, 0.0f))
kb->slidermax = kb->slidermin + 1.0f;
}
}
}
if (bmain->versionfile < 256 || (bmain->versionfile == 256 && bmain->subversionfile < 1)) {
/* fix for bones that didn't have arm_roll before */
bArmature *arm;
Bone *bone;
Object *ob;
for (arm = bmain->armatures.first; arm; arm = arm->id.next)
for (bone = arm->bonebase.first; bone; bone = bone->next)
do_version_bone_roll_256(bone);
/* fix for objects which have zero dquat's
* since this is multiplied with the quat rather than added */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
if (is_zero_v4(ob->dquat)) {
unit_qt(ob->dquat);
}
if (is_zero_v3(ob->drotAxis) && ob->drotAngle == 0.0f) {
unit_axis_angle(ob->drotAxis, &ob->drotAngle);
}
}
}
if (bmain->versionfile < 256 || (bmain->versionfile == 256 && bmain->subversionfile < 2)) {
bNodeTree *ntree;
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
bNode *node;
bNodeSocket *sock, *gsock;
bNodeLink *link;
2018-06-17 17:06:07 +02:00
/* node sockets are not exposed automatically any more,
* this mimics the old behavior by adding all unlinked sockets to groups.
*/
for (ntree = bmain->nodetrees.first; ntree; ntree = ntree->id.next) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
/* this adds copies and links from all unlinked internal sockets to group inputs/outputs. */
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
/* first make sure the own_index for new sockets is valid */
2018-11-30 14:51:16 +11:00
for (node = ntree->nodes.first; node; node = node->next) {
2013-03-18 18:25:05 +00:00
for (sock = node->inputs.first; sock; sock = sock->next)
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
if (sock->own_index >= ntree->cur_index)
2018-11-30 14:51:16 +11:00
ntree->cur_index = sock->own_index + 1;
2013-03-18 18:25:05 +00:00
for (sock = node->outputs.first; sock; sock = sock->next)
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
if (sock->own_index >= ntree->cur_index)
2018-11-30 14:51:16 +11:00
ntree->cur_index = sock->own_index + 1;
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
}
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
/* add ntree->inputs/ntree->outputs sockets for all unlinked sockets in the group tree. */
2018-11-30 14:51:16 +11:00
for (node = ntree->nodes.first; node; node = node->next) {
2013-03-18 18:25:05 +00:00
for (sock = node->inputs.first; sock; sock = sock->next) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
if (!sock->link && !nodeSocketIsHidden(sock)) {
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
gsock = do_versions_node_group_add_socket_2_56_2(ntree, sock->name, sock->type, SOCK_IN);
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
/* initialize the default socket value */
copy_v4_v4(gsock->ns.vec, sock->ns.vec);
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
/* XXX nodeAddLink does not work with incomplete (node==NULL) links any longer,
* have to create these directly here. These links are updated again in subsequent do_version!
*/
2013-03-18 18:25:05 +00:00
link = MEM_callocN(sizeof(bNodeLink), "link");
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
BLI_addtail(&ntree->links, link);
2013-03-18 18:25:05 +00:00
link->fromnode = NULL;
link->fromsock = gsock;
link->tonode = node;
link->tosock = sock;
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
ntree->update |= NTREE_UPDATE_LINKS;
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
sock->link = link;
}
}
2013-03-18 18:25:05 +00:00
for (sock = node->outputs.first; sock; sock = sock->next) {
2018-11-30 14:51:16 +11:00
if (nodeCountSocketLinks(ntree, sock) == 0 && !nodeSocketIsHidden(sock)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
gsock = do_versions_node_group_add_socket_2_56_2(ntree, sock->name, sock->type, SOCK_OUT);
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
/* initialize the default socket value */
copy_v4_v4(gsock->ns.vec, sock->ns.vec);
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
/* XXX nodeAddLink does not work with incomplete (node==NULL) links any longer,
* have to create these directly here. These links are updated again in subsequent do_version!
*/
2013-03-18 18:25:05 +00:00
link = MEM_callocN(sizeof(bNodeLink), "link");
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
BLI_addtail(&ntree->links, link);
2013-03-18 18:25:05 +00:00
link->fromnode = node;
link->fromsock = sock;
link->tonode = NULL;
link->tosock = gsock;
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
ntree->update |= NTREE_UPDATE_LINKS;
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
gsock->link = link;
}
}
}
2018-06-17 17:06:07 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
/* XXX The external group node sockets needs to adjust their own_index to point at
* associated ntree inputs/outputs internal sockets. However, this can only happen
* after lib-linking (needs access to internal node group tree)!
* Setting a temporary flag here, actual do_versions happens in lib_verify_nodetree.
*/
Merge of the PyNodes branch (aka "custom nodes") into trunk. 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/
2013-03-18 16:34:57 +00:00
ntree->flag |= NTREE_DO_VERSIONS_GROUP_EXPOSE_2_56_2;
}
}
if (bmain->versionfile < 256 || (bmain->versionfile == 256 && bmain->subversionfile < 3)) {
bScreen *sc;
Brush *brush;
Object *ob;
ParticleSettings *part;
/* redraws flag in SpaceTime has been moved to Screen level */
for (sc = bmain->screens.first; sc; sc = sc->id.next) {
if (sc->redraws_flag == 0) {
/* just initialize to default? */
2012-10-20 20:20:02 +00:00
/* XXX: we could also have iterated through areas, and taken them from the first timeline available... */
2018-11-30 14:51:16 +11:00
sc->redraws_flag = TIME_ALL_3D_WIN | TIME_ALL_ANIM_WIN;
}
}
for (brush = bmain->brushes.first; brush; brush = brush->id.next) {
if (brush->height == 0)
brush->height = 0.4f;
}
/* replace 'rim material' option for in offset*/
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Solidify) {
2018-11-30 14:51:16 +11:00
SolidifyModifierData *smd = (SolidifyModifierData *)md;
if (smd->flag & MOD_SOLIDIFY_RIM_MATERIAL) {
smd->mat_ofs_rim = 1;
smd->flag &= ~MOD_SOLIDIFY_RIM_MATERIAL;
}
}
}
}
/* particle draw color from material */
for (part = bmain->particles.first; part; part = part->id.next) {
if (part->draw & PART_DRAW_MAT_COL)
part->draw_col = PART_DRAW_COL_MAT;
}
}
if (bmain->versionfile < 256 || (bmain->versionfile == 256 && bmain->subversionfile < 6)) {
Mesh *me;
for (me = bmain->meshes.first; me; me = me->id.next)
2012-05-05 21:28:12 +00:00
BKE_mesh_calc_normals_tessface(me->mvert, me->totvert, me->mface, me->totface, NULL);
}
if (bmain->versionfile < 256 || (bmain->versionfile == 256 && bmain->subversionfile < 2)) {
/* update blur area sizes from 0..1 range to 0..100 percentage */
Scene *scene;
bNode *node;
for (scene = bmain->scenes.first; scene; scene = scene->id.next)
if (scene->nodetree)
for (node = scene->nodetree->nodes.first; node; node = node->next)
if (node->type == CMP_NODE_BLUR) {
NodeBlurData *nbd = node->storage;
nbd->percentx *= 100.0f;
nbd->percenty *= 100.0f;
}
}
if (bmain->versionfile < 258 || (bmain->versionfile == 258 && bmain->subversionfile < 1)) {
/* screen view2d settings were not properly initialized [#27164]
* v2d->scroll caused the bug but best reset other values too which are in old blend files only.
* need to make less ugly - possibly an iterator? */
bScreen *screen;
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
ScrArea *sa;
/* add regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
SpaceLink *sl = sa->spacedata.first;
if (sl->spacetype == SPACE_IMAGE) {
ARegion *ar;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
View2D *v2d = &ar->v2d;
v2d->minzoom = v2d->maxzoom = v2d->scroll = v2d->keeptot = v2d->keepzoom = v2d->keepofs = v2d->align = 0;
}
}
}
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_IMAGE) {
ARegion *ar;
for (ar = sl->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
View2D *v2d = &ar->v2d;
v2d->minzoom = v2d->maxzoom = v2d->scroll = v2d->keeptot = v2d->keepzoom = v2d->keepofs = v2d->align = 0;
}
}
}
}
}
}
{
ParticleSettings *part;
for (part = bmain->particles.first; part; part = part->id.next) {
/* Initialize particle billboard scale */
part->bb_size[0] = part->bb_size[1] = 1.0f;
}
}
}
if (bmain->versionfile < 259 || (bmain->versionfile == 259 && bmain->subversionfile < 1)) {
{
Scene *scene;
Sequence *seq;
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
scene->r.ffcodecdata.audio_channels = 2;
scene->audio.volume = 1.0f;
2018-11-30 14:20:41 +11:00
SEQ_BEGIN(scene->ed, seq)
{
seq->pitch = 1.0f;
} SEQ_END;
}
}
{
bScreen *screen;
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
ScrArea *sa;
/* add regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
SpaceLink *sl = sa->spacedata.first;
if (sl->spacetype == SPACE_SEQ) {
ARegion *ar;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
if (ar->v2d.min[1] == 4.0f)
ar->v2d.min[1] = 0.5f;
}
}
}
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_SEQ) {
ARegion *ar;
for (ar = sl->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
if (ar->v2d.min[1] == 4.0f)
ar->v2d.min[1] = 0.5f;
}
}
}
}
}
}
}
{
/* Make "auto-clamped" handles a per-keyframe setting instead of per-FCurve
*
* We're only patching F-Curves in Actions here, since it is assumed that most
* drivers out there won't be using this (and if they are, they're in the minority).
* While we should aim to fix everything ideally, in practice it's far too hard
* to get to every animdata block, not to mention the performance hit that'd have
*/
bAction *act;
FCurve *fcu;
for (act = bmain->actions.first; act; act = act->id.next) {
for (fcu = act->curves.first; fcu; fcu = fcu->next) {
BezTriple *bezt;
2018-11-30 14:51:16 +11:00
uint i = 0;
/* only need to touch curves that had this flag set */
if ((fcu->flag & FCURVE_AUTO_HANDLES) == 0)
continue;
if ((fcu->totvert == 0) || (fcu->bezt == NULL))
continue;
/* only change auto-handles to auto-clamped */
for (bezt = fcu->bezt; i < fcu->totvert; i++, bezt++) {
if (bezt->h1 == HD_AUTO)
bezt->h1 = HD_AUTO_ANIM;
if (bezt->h2 == HD_AUTO)
bezt->h2 = HD_AUTO_ANIM;
}
fcu->flag &= ~FCURVE_AUTO_HANDLES;
}
}
}
}
if (bmain->versionfile < 259 || (bmain->versionfile == 259 && bmain->subversionfile < 2)) {
{
/* Convert default socket values from bNodeStack */
FOREACH_NODETREE_BEGIN(bmain, ntree, id) {
bNode *node;
bNodeSocket *sock;
2018-06-17 17:06:07 +02:00
2018-11-30 14:51:16 +11:00
for (node = ntree->nodes.first; node; node = node->next) {
for (sock = node->inputs.first; sock; sock = sock->next)
do_versions_socket_default_value_259(sock);
for (sock = node->outputs.first; sock; sock = sock->next)
do_versions_socket_default_value_259(sock);
}
2018-06-17 17:06:07 +02:00
for (sock = ntree->inputs.first; sock; sock = sock->next)
do_versions_socket_default_value_259(sock);
for (sock = ntree->outputs.first; sock; sock = sock->next)
do_versions_socket_default_value_259(sock);
2018-06-17 17:06:07 +02:00
ntree->update |= NTREE_UPDATE;
} FOREACH_NODETREE_END;
}
{
/* Initialize group tree nodetypes.
* These are used to distinguish tree types and
* associate them with specific node types for polling.
*/
bNodeTree *ntree;
/* all node trees in bmain->nodetree are considered groups */
for (ntree = bmain->nodetrees.first; ntree; ntree = ntree->id.next)
ntree->nodetype = NODE_GROUP;
}
}
if (bmain->versionfile < 259 || (bmain->versionfile == 259 && bmain->subversionfile < 4)) {
{
/* Adaptive time step for particle systems */
ParticleSettings *part;
for (part = bmain->particles.first; part; part = part->id.next) {
part->courant_target = 0.2f;
part->time_flag &= ~PART_TIME_AUTOSF;
}
}
}
}