Commit Graph

40 Commits

Author SHA1 Message Date
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
2f348d8b5d style cleanup: mainly for mesh code, also some WM function use. 2012-03-24 02:51:46 +00:00
69f352770b Fix related #30606: missing undo push editing node inputs in properties editor. 2012-03-20 19:56:45 +00:00
Lukas Toenne
9687c1fd2e Remaining fix for #30606. Added a simple link limit check when replacing nodes and relinking inputs, to avoid double links on inputs. 2012-03-20 17:56:12 +00:00
Lukas Toenne
92322b57d4 Fix for 30439, Cycles node group conversion wasn't checking node->id pointer (group node without internal node tree). This is a somewhat unusual case (UI buttons don't allow unlinking group tree), but not entirely forbidden.
Also fixed similar issue in node_templates.c where the group tree is used to generate a button name.
2012-03-06 11:34:57 +00:00
d2cab3e8b0 move bmesh wiki docs into bmesh header and update doxygen.
also have doxygen ignore *.py files and fix some warnings.
2012-02-27 20:27:19 +00:00
Lukas Toenne
0b412e4136 Cleanup of default_value handling in node sockets.
The structs stored in the anonymous void *default_value in bNodeSocket are now handled completely inside node_socket.c. All allocation/freeing/duplicating for this has been replaced by the appropriate calls to generic API functions (declared in NOD_socket.h).

This will make the default value handling more reliable for future node socket code. Group socket copying and value conversion has also been moved into the generic socket API file.
2012-01-20 13:27:54 +00:00
ec710a2929 remove Id's that crept in 2012-01-02 02:13:31 +00:00
Lukas Toenne
f0b9a39981 Fix for linking cycles group nodes in the sidebar menu (bug #29403). The template for ntreeAddNode needs not only the node group pointer but also the NODE_GROUP id for the base type. 2011-11-26 11:08:20 +00:00
bc98d4e383 Fix #29238: crash with node dependency loop. 2011-11-14 20:26:23 +00:00
e4269043b4 Moving i18n code to BLF_translation.h
This way, we will be able to use it in non-UI parts of the code too.
2011-11-09 14:13:17 +00:00
28ee0f9218 Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short:

* No longer uses images assigned to faces in the uv layer, rather the active
  image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
  lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
  using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
  the texture tab in the properties editor. These do not use new shading nodes
  yet.

http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
2011-11-08 13:07:16 +00:00
e06f206450 Fix: incorrect use of IFACE_ macro, and correct a typo. 2011-11-08 11:02:57 +00:00
cd191b7d17 UI/Nodes: templates to edit nodes from the properties editor using a tree view,
to be used by cycles. For testing there's a panel in the node editor if you set
debug to 777, didn't enable it because I'm not sure it's very useful there.
2011-11-07 22:28:49 +00:00