- Keying (keyframe insertion)
- Roughness (particle children)
- New image, collection, text (in menus)
- Parents (particles)
- Wrap (text)
- Light (add menu)
- Empty (volume add menu)
- Empty (empty add menu)
- Cycles (f-curve modifier)
- Drag (workspace tool type)
- Power (light intensity)
- Power (math nodes)
This last change also moves all math operations in nodes to the
ID_nodetree context. It's needed only for some operations, but we
can't be more granular here.
Also...
- Fix context extraction for interpolation mode headers in F-Curves
and GPencil interpolation operator
- Enable new translation: "Slot %d" in image editor
- Fix an English message in the node editor:
"Replace the input image's alpha channels by..." -> channel
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15694
Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
"Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
"Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
"Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
"Separate RGB/HSV" nodes.
Python addons have not been updated to the new nodes yet.
**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.
**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.
Differential Revision: https://developer.blender.org/D14034
So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3db we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
Currently, nodes with custom sockets do not get their internal links
populated. So operators like Delete And Reconnect don't work with such
nodes. This patch put custom sockets into consideration when computing
priorities for internal links such that sockets of the same idname get
connected. Additionally, the patch cleanup the function in the process
to avoid redundant code repetition.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D13386
Previously, node types had a callback that creates internal links. Pretty
much all nodes used the same callback though. The exceptions are the
reroute node (which probably shouldn't be mutable anyway) and some
input/output nodes that are not mutable.
Removing the callback helps with D13246, because it makes it easier
to reason about which internal links are created and when they change.
In the future, the internal links should be part of the node declaration.
This cleans up part of the code that still set the flag manually. Also, this
change helps with D13246 because it makes it easier to tag the node
tree as changed when the availability of a socket changed.
The sockets are not exposed in any nodes yet.
They work similar to the Object/Collection/Texture sockets,
which also just reference a data block.
Based on rB207472930834
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12861
The sockets are not exposed in any nodes yet.
They work similar to the Object/Collection sockets, which also
just reference a data block.
This is part of D11222.
The default insert link callback for nodes was trying to move the
existing link away, since it didn't properly handle multi-input sockets
(though the problem wasn't exposed for the join node). We can basically
skip all of this "moving existing links" for multi-input sockets, unless
we are at the link limit.
Cycles, Eevee, OSL, Geo, Attribute
Based on outdated refract patch D6619 by @cubic_sloth
`refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages.
Adding these functions provides Blender shader artists access to these standard functions.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10622
Normally sockets only have one input link. This commit adds the back-end
changes needed to use multiple input links per socket.
Multi-input sockets can be defined with a new flag in `bNodeSocketType`.
The changes necessary to make the sockets work in the geometry nodes
evaluator are generalizing input socket values as a vector of values,
and supporting this in the derived node tree structure.
This patch should contain no functional changes. Two upcoming patches
will use this system for the "Join Geometry" node and expose link picking
and updated display in the UI: D10069 and D10181.
Reviewed By: Jacques Lucke, Hans Goudey
Differential Revision: https://developer.blender.org/D10067
The implementation is pretty much the same as for Object sockets.
The socket color is the one that is used for collections in the outliner.
Part of D9739.
The handling of muted nodes is handled at the derived node tree
level now. This is also where expanding node groups is handled.
Muted nodes are relinked and removed from the derived tree
during construction. The geometry node evaluation code does
not have to know about muted nodes this way.
The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
Currently the link limit of sockets is stored in bNodeSocket->limit.
This allows for a lot of flexibility, but is also very redundant.
In every case I've had to deal with so far, it would have "more correct"
to set the link limit per socket type and not per socket. I did not enforce
this constraint yet, because the link limit is exposed in the Python API,
which I did not want to break here.
In the future it might even make sense to only support only three kinds of link limits:
a) no links, b) at most one link, c) an arbitrary number links links. The other link
limits usually don't work well with tools (e.g. which link should be removed when a new
one is connected?) and is not used in practice. However, that is for another day.
Eventually, I would like to get rid of bNodeSocket->limit completely and replace it
either with fixed link limits or a callback in bNodeSocketType.
This patch consists of three parts:
**1. Support defining link limit in socket type**
This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to
hide where the link limit of a socket is defined.
**2. Define link limits for builtin sockets on socket type**
Data sockets: one input, many outputs
Virtual sockets: one input, one output
Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known)
**3. Remove `bNodeSocketTemplate->limit`**
This wasn't used anymore after the second commit. Removing it simplifies socket definitions
in hundreds of places and removes a lot of redundancy.
Differential Revision: https://developer.blender.org/D7038
Reviewers: brecht
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.
The patch doesn't include tests for the new operators. Tests will be added
in a later patch.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5523
The root of the problem goes to the fact that node tree copying
uses source tree and nodes for a temporary storage.
This makes it so multiple dependency graphs can not be reliably
evaluated from different threads if they are using same original
node tree.
Solved by doing the following:
- Commonly used tree copying function (which is used by library
manager) keeps source tree, nodes and sockets untouched.
- All the related areas (like node tree's callback) now have
const qualifier on the input.
- Areas which needs to have those temporary pointers assigned are
now using explicit function.
Would be really cool to get rid of those temporary pointers
completely, but this is a bit tricky due to hairy nature of the
code. Can happen any time now though: is easy enough to generalize
the new pointers mapping.
Note that this change is only intended to solve the crash.
The fact that icons shouldn't be updated on playback will be fixed
as a separate change.
Reviewers: brecht, fclem
Reviewed By: brecht, fclem
Subscribers: brecht, fclem
Differential Revision: https://developer.blender.org/D5002
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.
Without this a "Clearcoat" link could be moved to "Clearcoat Normal"
for example, which doesn't make much sense.
Differential Revision: https://developer.blender.org/D3105
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.
- 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`.
Implements a more flexible internal connect function for standard nodes
(compositor, shader, texture). Allow feasible datatype connections by
priority.
The priorities for common datatypes in compositor, shader and texture
nodes are encoded in a simple function. Certain impossible connections
(e.g. color -> cycles shader) are excluded by giving them -1 priority.
Priority overrides link status: If a higher priority input can be found,
this will be used regardless of link status. Link status only comes into
play for inputs with same priority.
Reviewers: brecht
CC: sebastian_k
Differential Revision: https://developer.blender.org/D356
The internal connections used for muted nodes are a "best guess" only. The algorithm would connect linked input/output sockets first, regardless of sensible connections. Replaced this by a more strict
connection method now which only uses matching types, so that Normal outputs won't get input from values, etc.
This is still far from perfect though. Eventually it may be necessary to implement dedicated methods for certain types of nodes to respect different semantics - using the plain socket type is just not
enough information. Also the value used for connections from muted nodes with no matching input will currently be the hidden(!) socket input values, this can lead to unexpected results. Needs further
thought ...
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/