Commit Graph

63 Commits

Author SHA1 Message Date
d27ca066e7 Fix passing the same argument twice to BLI_strncpy 2017-10-05 10:50:51 +11:00
47e08ee924 Fix T49086: UV Along Stroke can be set as vector input for environment texture 2016-08-17 14:51:25 +02:00
d12378da11 Cleanup: style 2016-05-06 06:34:25 +10:00
dd8a7342bc Nodes: sort builtin compositor/shader/texture nodes alphabetically in menus
Reviewed By: lukastoenne, dingto, Severin, carter2422

Differential Revision: https://developer.blender.org/D1957
2016-04-27 21:37:14 +02:00
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
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
93fa359d08 Fix T46375: Inverted scroll in node template menus 2015-10-05 22:23:54 +11:00
5031dbcee5 Fix linker warning about zero length memset. 2015-09-21 01:59:52 +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
5f5e05b3eb Fix compilation error after recent commit 2015-06-02 13:11:03 +05:00
89025958af Fix T44921: Node editor, nodes position not maintained after Material panel changes
Also improved a bit behavior of adding new nodes, now they will not overlap that
badly. Still not ideal, but further improvements better not to happen at bcon4.
2015-06-02 12:32:43 +05:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
7d040d2a08 Cleanup: use BLI_listbase_*** prefix for count,sort,sort_r 2014-11-16 13:57:58 +01:00
5c6e333780 UI Refactor T41640
Make the UI API more consistent and reduce confusion with some naming.

mainly:
- API function calls
- enum values

some internal static functions have been left for now
2014-11-10 23:06:54 +01:00
a8532fb3dd Fix T40596: Node link menus flipped & events inverted 2014-06-13 04:05:40 +10:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
4bf4c4111e Own recent removal of string encoded menus missed render layers/passes 2014-02-12 00:08:54 +11:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
ebf23b5144 Fix T38075, crash from shader node add/replace tree view template.
The sanity check for copying socket default value was using the socket
idname for type compatibility checks, which is too strict. Subtypes
would not be recognized as copyable, but since only the plain data type
is needed below this is all that needs to be checked.

That alone would not cause crash (just missing default value copy),
but the tree view template was messing with the default_value DNA
directly by freeing it in advance, which is not necessary and should
be left to blenkernel when freeing the node. Otherwise this would
leave the node invalid without a default_value if the copy function
bails out.
2014-01-07 10:54:31 +01:00
4584caa133 Fix UI bug with 'socket menus' (used e.g. by cycles' Material panels).
Also tweaked a bit how nodes with more than one socket available are drawn:
* The node entry itself (a label) has no more any icon, so that it is aligned with the other single-socket nodes.
* The sub-entries (i.e. node's sockets) are more clearly indented (using a blank icon).

Details:
Another case of bad internal UI_HAS_ICON flag erasing by brutally assigning an uneeded value to but->flag.
Revealed by recent split of some button flags into but->drawflag.

Thanks to Thomas Dinge for noting the issue.
2013-12-04 00:09:12 +01:00
254aa8f3a0 Squashed commit of the following:
commit 6f97e194e58aab38d351c796bf7bb6abca33f5f9
Author: Bastien Montagne <montagne29@wanadoo.fr>
Date:   Wed Nov 20 21:18:20 2013 +0100

    Code cleanup: Move some uiBut->flag to uiBut->drawflag, make those flags anonymous enums.

    Summary:
    Make some room in but->flag (I did not add another flag, we already have drawflag, which was nearly not used up till now).

    Note: I’m not sure whether REDALERT (and perhaps even DISABLED?) should not go to but->drawflag as well...

    Related to D8

    Reviewers: brecht

    Differential Revision: http://developer.blender.org/D22
2013-11-21 14:43:08 +01:00
Lukas Toenne
77a0b90cdf Cleanup: Consistent names for draw callbacks in bNodeType.
This aims to establish a common pattern for the various confusing draw callback function pointers in bNodeType:

draw_<purpose>_<nodetype>[_ex]

Currently there are 4 different types of draw callbacks:
* draw_nodetype, draw_nodetype_prepare: Main draw functions, allows specialized node drawing for things like frames and reroute nodes. Not exposed in the API.
* draw_buttons, draw_buttons_ex: Optional non-socket buttons, most commonly used callback. Extended version used in sidebar for verbose buttons that don't fit into a node.
* draw_backdrop: Draw elements in the backdrop (compositor only). Not exposed in the API.
* draw_input, draw_output: Specialized socket drawing for some nodes, only for OutputFile node. Should not be used any further and be removed at some point. Not exposed in the API.
2013-10-10 11:33:20 +00:00
397da50002 style cleanup: switch statements, include break statements within braces & indent.
also indent case's within the switch (we already did both of these almost everywhere)
2013-07-19 15:23:42 +00:00
Lukas Toenne
ff42bfe242 Remove the NODE_OPTIONS flag usage from node->typeinfo. This is a redundant flag which can be replaced by simply checking for nodetype->uifunc/uifuncbut callbacks (if these callbacks are defined the node
type generally supports options). Note that the node->flag still uses NODE_OPTIONS as a switch to toggle the display of such options!
2013-05-29 15:14:11 +00:00
5455928262 Fix #35122: Blenderplayer crashes when loading level
Issue was caused by ntreeUpdateTree calling for a ntree
which is not in G.main.

This lead to issues in ntreeVerifyNodes (which is called
from ntreeUpdateTree).

Made is so ntreeUpdateTree now accepts main as an argument.
Will work for the release, later we could either solve the
TODO mentioned in ntreeUpdateTree which will eliminate need
in main there or make it so context's main is used from all
over where ntreeUpdateTree is called (currently there're
still some usages of G.main).
2013-05-07 15:28:42 +00:00
Lukas Toenne
9afdda3689 Another little fix for #35010. Added better labeling for node groups, so it's possible to see which node group type the sockets in the node tree view belong to. Otherwise would be virtually impossible to use it. 2013-04-23 17:49:26 +00:00
6db3375e4f code cleanup: removed unneeded null check in object drawing, some warnings, style. 2013-04-18 15:09:30 +00:00
Lukas Toenne
1d004e571a A few fixes for recent own commit r56133.
* Index was assigned after increment, leading to NULL pointer access later on when looking up socket from list
* Copying default_value requires a valid NULL pointer for clean check
* Was using default_values as parameters instead of sockets, void pointers just passed through without warning ...
2013-04-18 13:16:38 +00:00
Lukas Toenne
4f23bd8904 Fix for #35010, Node Groups don't show up anymore in Material Surface. Fixing the node tree view was a bit of a todo item after pynodes.
To make the type-dependent socket linking in this template a bit more manageable, there are now separate functions that generate "items" for a particular node type consisting of the socket index, name and possibly additional properties required (currently only node groups vs. all other types). This is still nowhere near flexible enough to be used as a generic template all node systems, but works for now.

In order to make this usable as a generic tool we will have to devise a way of storing, comparing, applying node settings *outside of actual node instances*. Then each node needs to tell how sockets are generated based on these properties. For the current nodes this would be far too complicated ...
2013-04-18 11:36:11 +00:00
Lukas Toenne
bbac76ee26 Nicer handling of undefined node, tree and socket types.
When nodes are loaded from a .blend file they can potentially have undefined types. This can happen if a type has been deprecated and removed, or if node types were defined in a python script that has not been loaded correctly. Previously all such nodes would automatically be removed from a node tree, assuming that their types were deprecated and no longer in use (more commonly caused by loading new nodes in an older Blender version). Due to the possibility of dynamic registration it is no longer feasible to simply delete such nodes.

Display and handling of node trees was simply disabled before this patch, so that a node tree where any node or socket type was undefined would not be displayed at all. To give more information and avoid problems caused by necessary checks for the typeinfo pointer, there is now a 'Undefined' fallback type for trees, nodes and sockets. These types are used as placeholders in case the real type is not registered and can provide useful visual feedback on undefined nodes.
2013-03-19 13:40:16 +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
12b642062c Holiday coding log :)
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability

Short list of main changes:

- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
  Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
  This allows keeping UI and data without actual saves, until you actually save.
  When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). 
  Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. 
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
  Old option is called "Save Startup File" the new one "Save User Settings".
  To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
  This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
e02b23b81a Render API: shader script node for custom shaders.
* Shader script node added, which stores either a link to a text datablock or
  file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
  to compile the shader and update the node with new sockets.

Thanks to Thomas, Lukas and Dalai for the implementation.
2012-11-03 14:32:26 +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
67e2768570 quiet some -Wshadow warnings 2012-10-12 14:35:10 +00:00
25c96bc9f3 code cleanup: remove unused macros, commet some which may be useful later - or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc 2012-09-20 01:02:39 +00:00
306e2b4878 stule cleanup 2012-09-04 18:47:08 +00:00
63f143a3cc use rctf struct for UI buttons and blocks, easier to read and means we can use BLI_rctf functions. 2012-08-18 16:53:46 +00:00
db8c9c24f6 code cleanup: remove unused includes 2012-08-02 23:03:16 +00:00
1597ad9377 style cleanup 2012-07-01 09:54:44 +00:00
358f7d40b6 style cleanup: use TRUE/FALSE for ui align args. 2012-06-19 23:08:16 +00:00
64039bdf44 Fixing most (if not all) remaining issues with nodes UI i18n.
Note that I had to script-tag all sokets' names, as they are currently completely unknown from bpy.types (and hence unreachable for our po generating scripts).
2012-06-02 19:58:12 +00:00
da710b3e14 style cleanup: brace placement/newlines 2012-05-24 16:35:45 +00:00
7767239ac7 I18n fixes, mainly for (cycles) nodes (i.e. node template in Buttons window).
Note: the problem of sockets translation remains (for all node types), currently they are unavailable from RNA, hence not detected by i18n tools, so only solution is to add N_() in all node sockets templates… yuck! Really have to fix this.
2012-05-22 08:36:06 +00:00
299ff91ea1 code cleanup: BKE_scene api naming.
also stop numpy from being found in /usr/include with cmake.
2012-05-05 14:33:36 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
Lukas Toenne
f342c7de45 Fix for the node tree nodes.new API function, this wasn't setting the scene and main context pointers in the node template, used by file output node. Also the file output node itself now works in case of scene==NULL (might happen in some contexts). 2012-03-28 07:48:08 +00:00
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00