Commit Graph

1380 Commits

Author SHA1 Message Date
42824f4403 Fix missing viewport update when tree output is in a node
There was already an attempt to do it, but it worked incorrect because
of wrong recursion check.
2016-04-06 15:23:26 +02:00
b8ca4819b2 Revert "Cycles: Remove the Preetham Sky model."
This reverts commit d91316dc67.
2016-04-05 12:25:54 +02:00
d91316dc67 Cycles: Remove the Preetham Sky model.
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.

The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
2016-04-02 23:36:14 +02:00
8a9dd6f6fb Fix T47898: Error adding mask node with "Add Mask Node" operator
This operator is intended to be used by drag-n-drop, no user invocation
is expected to happen here. Use Add->Search to quickly add nodes instead.
2016-03-28 10:09:11 +02:00
bdae647670 Color sources for point density textures based on mesh vertices
This patch adds support for coloring point density textures based on several mesh vertex attributes.

* Vertex Color: Use a vertex color layer for coloring the point density texture
* Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used)
* Vertex Normals: Use object-space vertex normals as RGB values.

The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching.

Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of.
For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed
as multiple points in the same location.
2016-03-24 12:07:03 +01:00
2103e2112c Fix T47870: Missing viewport update when material output is inside of the group 2016-03-23 15:42:38 +01:00
9777c5b0ca Fix T47827: Single Channel Preview Error
Fix by @sergey with own fix for big endian.
2016-03-17 23:52:49 +11:00
Julian Eisel
386872b98b Fix text on collapsed node not positioned correctly with high DPI
Reported by @JacquesLucke via IRC, thx!
2016-03-16 12:53:57 +01:00
Julian Eisel
989b0e472e Increase node max width to 700px
Opened and collapsed nodes now have a max width of 700px. Animation nodes add-on needs this.
2016-03-12 19:12:32 +01:00
Julian Eisel
2f3e39869a Fix T47729: Linking node sockets using shortcut fails
Could also have swapped nodes to assign instead of swapping after assigning, but this way it's easier to see whats going on.
2016-03-09 11:23:56 +01:00
83824947ba Avoid node tree update tag when changed nodes which are not affecting result
This was we don't have re-compo or viewport re-rendering happening when changing
nodes which are not connected to the output at all (for example when adding new
nodes or changing settings for unconnected nodes).

Only basic operations are covered for now. checks could be added to more tools
when needed.

Currently it's not fully optimal implementation, but seems to work fast enough.
Don't see reliable alternative to that -- keeping tag in the node wouldn't work
because of the node groups (which are probably already broken, but should be
easy to solve with current approach). So guess it's more matter of optimizing
path search from a node to output.

Before processing forward let's check whether it's indeed something we want
and whether the approach is indeed not fully bad.

Reviewers: campbellbarton, mont29

Subscribers: sebastian_k

Differential Revision: https://developer.blender.org/D1765
2016-03-02 17:58:34 +05:00
69b66d549b UI: Add search-create callback
Needed to support alternate search UI's, no functional changes.
2016-03-02 13:57:16 +11:00
8132553553 Fix (unreported) crash when ungrouping a nodegroup with some animated node.
Was accessing already freed action in temp nodegroup animation data...
2016-02-20 13:15:40 +01:00
2fbdf9adc7 Fix frame node text ignoring blank lines 2016-02-19 09:22:26 +11:00
Julian Eisel
7efd45eecd Node Editor: Another missing glLineWidth reset
Caused too thick outlines around nodes and around preview image in node.
2016-02-10 01:05:10 +01:00
77197b26fa Cleanup: line width 2016-02-07 22:56:20 +11:00
e25ba162c0 OpenGL: call glLineWidth less often
Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.

This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
2016-01-23 00:58:51 -05:00
f2fdec3ab7 OpenGL: remove glGet with unused result
This code is disabled but still…
2016-01-22 02:52:12 -05:00
24f05bb917 OpenGL: remove extra vertex in arrowhead
Now draws 2 lines instead of 3 (with a zero-length middle).
Same visual result.
2016-01-22 02:52:12 -05:00
63a718e50f Cleanup: warning, whitespace 2016-01-15 05:36:07 +11:00
3ba9742be2 Cycles: Remove the experimental CUDA kernel.
This commit removes the experimental CUDA kernel, making SSS and CMJ
regular features.

Several improvements have been made in the past few
weeks (thanks Sergey!) which make SSS render several times faster (2-3x
compared to 2.76b) on the GPU, and the increased VRAM usage has also been
fixed. Therefore the experimental kernel is no longer needed.

Differential Revision: https://developer.blender.org/D1726

Manual has been updated: too:
https://www.blender.org/manual/render/cycles/features.html
2016-01-14 12:56:08 +01:00
cc55f97da9 Compositor: Add option to extend image bounds when blurring
It is handy when doing some roto work and it's required to blur some
mask or overaly before alpha-overing it on top of the footage.

Quite straightforward option with the only limitation that variable
size blur is not supported.

Reviewers: campbellbarton

Subscribers: hype, sebastian_k

Differential Revision: https://developer.blender.org/D1663
2016-01-14 16:13:55 +05:00
5d99cde822 Remove SCons building system
While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.

What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.

Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.

This commit includes:

- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
  (this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
  SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
  as well

Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit

Reviewed By: campbellbarton, juicyfruit

Differential Revision: https://developer.blender.org/D1680
2016-01-04 14:20:48 +05:00
5c682a901b Cycles: Add Saw option to the wave texture
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures.
Requested by @cekuhnen on BA.

Reviewers: dingto, sergey

Subscribers: cekuhnen

Differential Revision: https://developer.blender.org/D1699
2016-01-01 23:25:37 +01:00
3fcf535d2e Split id->flag in two, persistent flags and runtime tags.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.

This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.

id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.

New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.

Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.

Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D1683
2015-12-27 12:00:33 +01:00
7ec5a43051 Disable node updates while applying links from the dragging operator.
This prevents issues with reentrant update callbacks and modification
of the node tree while the operator still holds pointers to it.
2015-12-04 09:20:08 +01:00
7f759ec547 Node callback for handling link insertion and swapping of occupied inputs.
Nodes have a feature for moving existing links to unoccupied sockets when connecting
to an already used input. This is based on the standard legacy socket types (value/float,
vector, color/rgba) and works reasonably well for shader, compositor and texture nodes.

For new pynode systems, however, the hardcoded nature of that feature has major drawbacks:
* It does not take different type systems into account, leading to meaningless connections
  when sockets are swapped and making the feature useless or outright debilitating.
* Advanced socket behaviors would be possible with a registerable callback, e.g. creating
  extensible input lists that move existing connections down to make room for a new link.

Now any handling of new links is done via the 'insert_links' callback, which can also be
registered through the RNA API. For the legacy shader/compo/tex nodes the behavior is the
same, using a C callback.

Note on the 'use_swap' flag: this has been removed because it was meaningless anyway:
It was disabled only for the insert-node-on-link feature, which works only for
completely unconnected nodes anyway, so there would be nothing to swap in the first place.
2015-12-03 13:04:04 +01:00
5b90a6e188 Fix T38245: render slot getting lost when switching slots while compositing. 2015-11-30 00:54:45 +01:00
Julian Eisel
175110ec87 Cleanup: 'area' vs 'region'
Apparently this is the result of some sloppiness during 2.5 project and since then it confused people who were trying to understand the area-region relation (myself included).

Sorry if this causes merge conflicts for anyone, but at some point we really had to do it :/
2015-11-28 17:22:44 +01:00
48b1656a6c Cleanup: shadowing (editors) 2015-11-23 17:40:50 +11:00
676d790d29 Cleanup: use rna_enum_ prefix for RNA enums
Definitions could shadow local vars.
2015-11-23 17:40:09 +11:00
a7ac59414b Cleanup: rename line to segments, avoids confusion
Differentiate between lines and segments.
2015-11-13 07:48:05 +11:00
46f452e96b Fix error cutting node links
Accessing theme from outside drawing code isn't reliable, pass space-type.
2015-11-13 00:03:12 +11:00
d75bca1842 Cleanup: replace more direct id->us handling by calls to BKE_library API. 2015-11-11 20:21:37 +01:00
865796375b Cleanup: avoid incrementing/decrementing id->us outside of BKE_library.
We have callbacks for that, they also do some checks and help ensure things are done
correctly. Only place where this is assumed not true is blenloader (since here we
may affect refcount of library IDs as well...).
2015-11-09 21:00:53 +01:00
ea67f55b87 Compositor: Add Invert option to the movie clip stabilization node
This appears to be really common workflow when you stabilize shot to make compo
easier (roto, some effects and so) and then re-introduce the motion back.

Surely it's doable with some magic nodes and manual network for transforming
but such workflow is too common in VFX to resist adding one small option in
single node for this.
2015-10-27 20:01:10 +05:00
4ff10119f7 Node Border Select: only frames inside border
Without this you can't easily select a few nodes inside a frame,
without selecting the whole frame, noted in T46540
2015-10-24 01:06:28 +11:00
e3abcd6723 Cycles: Add an interpolation option to environment textures
This commit exposes the interpolation parameter for environment textures (requested by DolpheenDream on IRC), just as it already is for image textures.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D1544
2015-10-08 15:45:45 +02:00
93fa359d08 Fix T46375: Inverted scroll in node template menus 2015-10-05 22:23:54 +11:00
Julian Eisel
0419d3bb01 Fix node auto-offset to left broken
Own, really stupid mistake in rBc653077bf56 :| Kids, don't commit at night!
2015-09-25 17:08:33 +02:00
5031dbcee5 Fix linker warning about zero length memset. 2015-09-21 01:59:52 +02:00
Julian Eisel
c653077bf5 Fix node auto-offset failing during heavy compositing (sometimes)
Compositing might make main thread so busy that animation is considered done due to duration before final position is reached.

Also added check to avoid unnecessary redraws.
2015-09-21 01:03:36 +02:00
fa19af6a93 Word wrap support for frame node 2015-09-20 18:17:34 +10:00
Julian Eisel
7238ae1df4 Fix hidden auto-offset glitch
Steps to reproduce were: Open F233831, insert floating node into nearby link (so that it's not attached to frame).
2015-09-17 16:00:04 +02:00
09e40a4956 Cleanup: spelling 2015-09-14 02:22:22 +10:00
83e16a4a87 This commit makes it possible to select the sort mode whenever we invoke an operator.
It's needed especially for the menu entry "recover auto save" where you'd like to have the files sorted by date most of the time but it could be useful in other places too.
There should be no functional change in other areas, I just added the missing parameter (FILE_SORT_ALPHA).

Was a request from @sebastian_k at #BCon13, so at least one guy needs it ;)

Reviewers: mont29

Reviewed By: mont29

Subscribers: sebastian_k

Differential Revision: https://developer.blender.org/D1476
2015-08-23 12:40:21 +02:00
2e2dc9b9e3 Refactor translation code out of blenfont
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-18 07:01:26 +10:00
5e050918d8 Fix dereference before NULL check 2015-08-05 23:47:13 +10:00
Julian Eisel
d39e18853f Nodes: Link lines & link arrows not scaling to DPI/pixelsize correctly 2015-08-04 21:56:43 +02:00
dfc672f8bb SCons: Fix for really nasty bug with polluting configuration environment
The issue was caused by the following construction:

  def = env['SOMETHING']
  defs.append('SOMETHING_MORE')

Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
2015-08-04 18:06:28 +02:00