Commit Graph

73 Commits

Author SHA1 Message Date
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
aed09d4329 Cleanup: remove unused shader node compatibility flag.
No longer needed after Blender Internal removal and Eevee replacing the
Cycles GLSL shading nodes.
2018-07-06 20:22:03 +02:00
b88e51dd55 Cleanup: use bool for poll functions 2018-07-02 11:51:31 +02:00
a25c11fd8d Cleanup: trailing space
Remove from blender/nodes, collada, blenfont & render.
2018-06-08 08:07:48 +02:00
75fc1c3507 Cleanup: trailing whitespace (comment blocks)
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-06-01 18:19:39 +02:00
fa6a62fac2 Fix NodeGroup generic verify function crashing if node's ID pointer is NULL.
Another nice crasher - in this case, we just want to nuke all sockets...

Related to T49991.
2016-11-19 12:18:32 +01:00
Julian Eisel
16ed49b26e UI Messages: Consistent spelling of term "data-block"
Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
2016-09-19 16:50:45 +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
0abb6f3ef0 Patch D1283 by Alexander Romanov fixes reroute node type update not
correct when root reroute node is plugged in a different type of input
2015-05-06 11:46:47 +02:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
Dalai Felinto
e0d4047136 Bake-API: Test for cyclic node connection
If the active image node contributes to the final material shader
(meaning it's either directly or indirectly connected to an Output Node)
the user will receive an alert about circular dependency.

Similar to what we do for Blender internal the baking will still happen,
but the user will receive the alert which should prevent the image
saving to happen if the result was not intentional.

Core function to check for node output written by Lukas Toenne.

Reviewers: lukastoenne, campbellbarton

Differential Revision: https://developer.blender.org/D673
2014-07-23 11:46:13 -03:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
513066e8ad Fix T39849: Adding links directly between node group input/output
extension sockets would create additional extension sockets instead of
simply ignoring them.
2014-04-23 12:01:33 +02:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
Lukas Toenne
4d4ef0434b Make dynamic node labels possible as a registerable function 'draw_label' (simple 'label' identifier is already in use, need to avoid API breakage). This should simply return a string. The dynamic label can still be overridden by the user-defined node.label string. 2013-11-12 18:18:04 +00:00
Lukas Toenne
8663b940ed Instead of requiring a const char* return from the (optional) node label callback function, let it write into a mutable string buffer. This will allow actual dynamic labels for nodes using the python
API.
2013-11-12 18:17:58 +00:00
Lukas Toenne
3a69398288 Fix #36267, part 1 of 2: fix for reroute node type updates. The reroute nodes change their socket type based on what they are connected to, to work as pass-through nodes with as little conversion as
necessary.

Problem was/is that the nodes can set the 'type' property, but in order to actually change the data type they would also need to update the typeinfo pointer (and idname), which is strongly discouraged.
Solution is to just replace the input/output sockets of the reroute node with new sockets of the desired type and port all links over.
2013-07-31 12:26:01 +00:00
Lukas Toenne
5183ba74a8 Fix for crash when assigning NULL pointer to node group node_tree property. This is generally allowed (though operators usually would prevent it). 2013-06-10 17:48:41 +00:00
Lukas Toenne
8d3cdf292c Extended max size for group node types from 200 to 400, in case users need long socket names visible. 2013-06-01 12:45:42 +00:00
Lukas Toenne
2757153d02 Cleanup: Removed all NODE_OPTIONS flags from C node type definitions, these are no longer required and have no effect. Whether or not a node supports additional options buttons is now determined by the
existence of a draw callback (uifunc and/or uifuncbut).
2013-05-29 15:38:51 +00:00
44b3735078 fix error in own recent commit, also other minor changes. 2013-05-27 18:51:31 +00:00
2247465b99 style cleanup: nodes 2013-05-27 08:04:07 +00:00
Lukas Toenne
bb4ab6a007 Fix #33628, Segmentation fault after pasting a closed group of nodes into an open group. Finally now there is a proper check for pasting nodes into groups. It uses the poll_instance callback of node types to determine if a node can be added into a specific node tree. Currently this is only implemented for group nodes and does a recursive check to avoid pasting a node group into itself (on any level, also nested groups). 2013-04-03 09:10:29 +00:00
e8d532f1dd style cleanup 2013-03-31 03:28:46 +00:00
Lukas Toenne
4b5be1c097 Fix for node groups, now exposing a socket will copy the default value from internal nodes again. Also this value can be changed in the node group Interface panel. 2013-03-28 10:32:04 +00:00
Lukas Toenne
b2374f8de3 Node poll_instance callback is optional, check if it exists before executing. 2013-03-18 19:19:26 +00:00
01e9dae3dc code cleanup 2013-03-18 18:25:05 +00:00
Lukas Toenne
4638e5f99a 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
518bfbb1c9 style cleanup 2013-02-02 04:58:03 +00:00
857df8065f style cleanup 2012-12-28 14:19:05 +00:00
Lukas Toenne
09ed97afc5 Internal node links are now cached in a per-node list, instead of being generated as a transient list that is returned from the callback and had to be freed by the caller. These internal links are used for muted nodes, disconnect operators and reroute nodes, to effectively replace the node with direct input-to-output links.
Storing this list in the node has the advantage of requiring far fewer calls to the potentially expensive internal_connect callback. This was called on every node redraw ...

Also it will allow Cycles to properly use the internal links for muted nodes, which ensures consistent behavior. The previous method was not applicable in Cycles because transient list return values are not supported well in the RNA and particularly the C++ API implementation.
2012-10-25 16:49:06 +00:00
5aa6327e2f Cycles UI: keep node input sockets collapsed by default in the properties editor,
when doing the linking in the node editor, to keep the properties editor more
clean in this case.
2012-10-24 21:57:16 +00:00
Lukas Toenne
cbae51bc93 Removed the experimental (and commented-out) code for FOR and WHILE loops in nodes. This was a feature i tested a while back but was only partially supported by Blender Internal renderer and the old compositor. The main idea was to have nodes that automatically mirror input and output sockets to support incremental changes of "internal variables".
It is not a well-supported feature of the primary node systems (shader, compositor, texture) in Blender. If anybody wants to create a node system that has actual use for loops, they can do so much more elegantly with Python nodes, but it does not have to be a core node type in Blender. Removing this should ease node code maintenance a bit.
2012-10-24 10:00:28 +00:00
1a19cbb166 fix for some errors when unlinking.
- movieclip unlink didn't clear node ID pointers from the scene (leaving dangling pointers).
- mask datablock unlink was clearning references from scene nodes twice.
2012-10-01 07:54:37 +00:00
ed1cda9a6c style cleanup 2012-09-30 06:12:47 +00:00
e75f5c8208 quiet -Wmissing-prototypes warnings, and enable this warning by default for C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
2012-09-15 01:52:28 +00:00
aaafa0c2fe code cleanup: move file string defines into BLI_path_utils.h, BKE_utildefines is now unused but keep incase we want to add defines there later. 2012-09-03 22:04:14 +00:00
9ecc6fdcc7 style cleanup 2012-08-23 07:10:48 +00:00
Lukas Toenne
f961afece0 Fix for incomplete Reroute node updates. Adding reroute nodes by spliting links would often result in unrelated color sockets or otherwise miss updates.
The reason is that the per-node updates used for Reroute node type inheritance are not supposed to be looking at connected nodes, they are purely for "local" updates. For this sort of "global" update which requires depth-first search, the update function on the node tree level must be used instead.
2012-08-06 18:49:28 +00:00
Lukas Toenne
e276a7c805 Fix for Reroute nodes: Reloading could change socket types without updating the socket data structs, leading to crash. This is caused by the node verification procedure, which resets any socket type to the initial type defined in the socket templates. Adding sockets dynamically without templates solves this (the sockets are then ignored by verification). 2012-08-06 16:25:38 +00:00
Lukas Toenne
6c4510f681 Modification of node groups by adding/removing nodes is not possible yet. This patch extends the 'Make Group' operator and adds a new 'Separate' operator to add such functionality.
1) For inserting into existing groups:
  The 'Make Group from selected' (CTRL+g) operator shows a selection popup (like the object parenting operator), with options depending on the type of the active node (last selected):
  * "New" -> regular operator, creates new group type with all selected nodes inside.
  * "Insert" (only if active node is a group) -> adds all other selected nodes into the group.

  Currently still prohibits groups inside groups in general, though would be technically possible as long as no actual recursion occurs (group containing itself).

2) For extracting from an existing group:
  New 'Separate from group' operator (p), works similar to separating vertices/edges/faces from mesh. Two modes:
  * "Copy" makes a copy of the nodes in the parent tree, but keeps the original group intact.
  * "Move" removes selected nodes from the node group and adds them to the parent tree
2012-06-12 08:44:46 +00:00
Lukas Toenne
caa59446ab Reroute node socket types update automatically from connections when possible. This prevents unnecessary conversions and breaking connections when linking incompatible types to the reroute color sockets (point in case: cycles shaders). 2012-06-12 08:28:25 +00:00
Lukas Toenne
edecf49d84 Fix for node 'make group' operator in combination with frame nodes. When a selected node is attached to an unselected frame, the parent pointer would end up pointing to a different ID data block. 2012-06-11 15:28:45 +00:00
5189356d58 style cleanup 2012-06-04 20:11:09 +00:00
Lukas Toenne
17935168c0 Reroute nodes, by Jeroen Bakker (patch #28443).
By holding shift and "cutting" a node link a new reroute helper node can be inserted. This consists of a single socket that can be used to insert additional connection points into a link. This can be used to keep a connection point in the tree when  deleting a node, or to control the path of long connections for layout cleanup.
2012-06-01 12:38:03 +00:00
b33f0ef0e3 style cleanup 2012-05-27 19:40:36 +00:00
dab1d8e487 style cleanup 2012-05-22 22:03:41 +00:00