Commit Graph

194 Commits

Author SHA1 Message Date
d73f664790 Cleanup: trailing space, use single quotes for enums 2021-10-20 09:17:25 +11:00
3d2ce25afd Geometry Nodes: support creating new attributes in modifier
This patch allows passing a field to the modifier as output. In the
modifier, the user can choose an attribute name. The attribute
will be filled with values computed by the field. This only works
for realized mesh/curve/point data. As mentioned in T91376, the
output domain is selected in the node group itself. We might want
to add this functionality to the modifier later as well, but not now.

Differential Revision: https://developer.blender.org/D12644
2021-09-27 15:39:47 +02:00
8bc27c508a UI: expose "Lasso Select" & "Extrude to Cursor" in menus
- Show "Lasso Select" in menus (along with Box & Circle select)
- Show "Extrude to Cursor" (along with other extrude actions).
- Rename operators that add/extrude on Ctrl-Click
  since their names were inconsistent.

This is mainly for discoverability.
2021-09-17 12:57:28 +10:00
07faa3c5ac Nodes: Moved group interface panel code to python.
The node group interface panels were still implemented in C.
Now they ported over to python for easier maintenance.

Differential Revision: https://developer.blender.org/D11834
2021-07-09 07:57:29 +01:00
9adfd278f7 Compositor: Full-frame base system
This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame.

Two execution models:
- Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation.
- FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch).

This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage.

FullFrame breaking changes respect Tiled system, mainly:
- Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation.
- Any sampling is always done over inputs instead of last buffered operation.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11113
2021-06-01 10:51:53 +02:00
3515036319 Cleanup: defer importing nodeitems_utils 2021-04-09 19:00:04 +10:00
3b0531154e UI: rename node editor sidebar categories
* `Node` -> `Group`
* `Item` -> `Node`

Differential Revision: https://developer.blender.org/D10804
2021-03-25 09:16:03 +01:00
bb78f38bd1 Cleanup: single quotes for Python enums, spelling 2021-03-23 16:08:53 +11:00
Angus Stanton
ae650b016f Fix T86208: copy node group button is inconsistent in geometry nodes
Differential Revision: https://developer.blender.org/D10740
2021-03-19 11:24:27 +01:00
Charlie Jolly
266cd7bb82 Nodes: Add support to mute node wires
This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.

Mute = Ctrl + Alt
Cut = Ctrl

Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.

When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.

Downstream and upstream links connected using reroute nodes are also muted.

Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.

Maniphest Tasks: T52659

Differential Revision: https://developer.blender.org/D2807
2021-03-17 11:54:16 +00:00
b75552ebbb UI: Draw socket type colors on the left in group sockets list
Previously the colors were on the right for outputs, but this is now
unecessary because of the organization in separate panels after
rBb1d1a58c77fb1658.
2021-01-14 16:49:20 -06:00
08ee5573a9 Fix Python warnings in node editor after revert of datablock changes
Revert was done in 2771dfd, ref T84669
2021-01-13 18:06:39 +01:00
960a0b892c Fix T84101: Duplicate operator not available for some data-block selectors
In some operators that previously allowed duplicating the selected data-block,
the operator would not be available now. 2250b5cefe split the "new" operators
into "new" and "delete" to allow clearly differentiating between the two. But I
apparently didn't amend all affected data-block selectors to use the added
"duplicate" operators.
I went over all operators that were split now and made sure all affected
data-block selectors are updated.
2020-12-27 15:55:58 +01:00
e671c548e6 Cleanup: pep8 2020-12-16 18:02:40 +11:00
074de755e9 Geometry Nodes: correct modifier name when creating from node editor
The name should be the same as when the modifier is created in the
modifier tab of the properties editor.
2020-12-02 16:34:06 +01:00
b1d1a58c77 Geometry Nodes: improve operators for node editor header
This allows users to create new modifiers directly from the
Geometry Nodes Editor.
2020-12-02 15:38:47 +01:00
6be56c13e9 Geometry Nodes: initial scattering and geometry nodes
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate

It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.

Notes on the Generic attribute access API

The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
  This is mainly necessary, because we have to deal with "legacy" attributes
  such as vertex weights and attributes that are embedded into other structs
  such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
  attribute is stored on. So we want to abstract away the interpolation that
  that adapts attributes from one domain to another domain (this is not
  actually implemented yet).

Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
  access and one for write access might be enough, because we know all the ways
  in which attributes are stored internally. We don't want more different internal
  structures in the future. On the contrary, ideally we can consolidate the different
  storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.

It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
2020-12-02 15:38:47 +01:00
93887d1096 Fix: skip drawing input sockets that do not have a draw method
Contributed by @povmaniaco with minor changes by me.

Differential Revision: https://developer.blender.org/D9263
2020-10-19 12:28:44 +02:00
3a1cf838ca Fix issues with calling View2D zoom operators in an EXEC context
Multiple related issues:
* `view_zoomdrag_exec()` required `view_zoomdrag_init()` to be called first to
  set up data. Can now easily be done in the `_exec()` function as well though.
* Because of that the operators could not be called in an `EXEC_` context (e.g.
  `EXEC_REGION_WIN`).
* With "Zoom to Mouse Position" enabled, zooming from a menu or script would
  zoom to the mouse position. That should only happen if the operators are
  called directly in the editor.
2020-10-03 18:34:23 +02:00
Valentin
5ac4778056 Cleanup: convert gforge task ID's to phabricator format
Cleanup old tracker task format to the new. e.g: [#34039] to T34039

Ref D8718
2020-09-30 20:11:06 +10:00
e14de692fc UI: Only draw node menu search if categories exist
Currently, the search operator in the node add menu NODE_MT_add is drawn
even if no node categories exists. This patch only draws the operator if
at least one node category passes the poll.

This patch is needed because some add-ons use custom search operator and
do not register node categories. In this case, it is undesirable to have
a search operator drawn that do nothing and is not used. One such add-on
is Animation Nodes.

Reviewed By: Jacques Lucke

Differential Revision: https://developer.blender.org/D8576
2020-08-17 13:43:19 +02:00
Yevgeny Makarov
91be94d465 UI: Fixes and small improvements to some labels and UI messages
Small tweaks to make labels and texts more correct, consistent and
polished.

Reviewed by: Aaron Carlisle, Julian Eisel

Differential Revision: https://developer.blender.org/D8346
2020-08-06 14:50:45 +02:00
10590b0500 Fix missing shortcut indicators and crash on shortcut change
Fixes T78346.

The shortcut display and change code is context sensitive. To make it
work correctly the context needs to be set properly.
When executing operators from the dropdowns, the active region is the
header, but the shortcut handlers are set for the main region. So make
sure that is used instead.

This also sets the main region active for context menu operators, where
this issue shouldn't be present. Doing it anyway shouldn't hurt though
and fixes this issue in case somebody displays the context menu in the
header as dropdown too.
2020-08-03 18:26:06 +02:00
2b2d3c14fe Simulations: Embed simulation node tree in simulation data block
This adds an embedded node tree to the simulation data block dna.
The UI in the `Simulation Editor` has been updated to show a list
of simulation data blocks, instead of individual node trees.

The new `SpaceNodeEditor.simulation` property wraps the existing
`SpaceNodeEditor.id` property. It allows scripts to get and set
the simulation data block that is being edited.

Reviewers: brecht, mont29

Differential Revision: https://developer.blender.org/D7301
2020-04-20 12:56:16 +02:00
b0a1cf2c9a Objects: add Volume object type, and prototypes for Hair and PointCloud
Only the volume object is exposed in the user interface. It is based on OpenVDB
internally. Drawing and rendering code will follow in another commit.
https://wiki.blender.org/wiki/Source/Objects/Volume
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes

Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES
build option. These are unfinished, and included only to make it easier to
cooperate on development in the future and avoid tricky merges.
https://wiki.blender.org/wiki/Source/Objects/New_Object_Types

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6945
2020-03-18 11:23:05 +01:00
b1f40955d9 Cleanup: incorrect __contains__ comparison, long line 2020-02-15 10:40:41 +11:00
Charlie Jolly
7b0aca2a53 Nodes: Add dynamic label support for Math Nodes
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6375
2020-02-11 16:09:25 +00:00
Julian Eisel
760481518b UI: Add renaming to Node and VSE strip context menu
We should have that consistently everywhere the operation is available.
2019-10-14 18:13:58 +02:00
8c991bf63a UI: Add Buttons to Shader Editor Slots Popover
Assign, select, deselect buttons added when in edit mode to complete the functionality
of the shader editor vs. the properties panel.

Reviewed by: brecht

Differential Revision: https://developer.blender.org/D5768
2019-10-03 10:29:25 -04:00
3736dabd93 Fix running space_node directly
Part of T65393
2019-08-12 22:54:17 +10:00
13f57237f2 Fix T67331: Annotations: Rename old grease pencil panels
These panels were using the old names, but now they are not grease pencil, but annotations.

Also removed old Tools panel. This must be replaced with new Toolbar
2019-07-29 12:39:39 +02:00
ae19f68d45 Cleanup: pep8 2019-07-28 17:45:55 +10:00
83da21ca4e Fix T65393: Error live editing UI scripts
Disable relative imports for UI scripts.
2019-06-11 16:08:32 +10:00
cd1ac4d908 Fix T65492: make material slots popover wider 2019-06-05 11:46:27 +02:00
04ad9eab6e Fix: Too many checks for the compositor
Check once as and then re-use
2019-05-24 17:11:53 +02:00
a875e81674 UI: Tweaks to Compositor header
- Move Auto Render into Options panel in sidebar
  - Move Pin to the right and remove emboss
  - Move Background to the right and use greying out to avoid jumping UI elements

Also remove emboss from pin toggle in Image Editor for consistency
2019-05-24 14:46:37 +02:00
419434a1ad Fix unnecessary decorators showing in compositor sidebar 2019-05-24 13:01:06 +02:00
4ebb64697a Cleanup: pep8 2019-05-22 00:59:43 +10:00
2ff393bb98 UI: use single column layout for image settings panels 2019-05-19 16:24:53 +02:00
7baddbf818 UI: add tool panel for node editor, use tabs
This follows the 3D view, adding an "Options" tab.
2019-05-17 12:48:51 +10:00
6ec096facf I18n Disambiguation: "Add" in menu labels.
This one is usually a verb/action one in menus' labels,
hence we give it the Operator default context.

Part of T43295.
2019-05-13 17:58:25 +02:00
9a77fb553c UI: remove redundant row for header template
If it's members need to be aligned the template can handle it.
2019-04-21 04:50:47 +10:00
5b0f0421ef Cleanup: mark unused arguments in UI scripts
Quiet's pylint W0613 warning, also remove some unused args.
2019-04-19 07:32:24 +02:00
6aef124e7d UI: move region toggling to properties
Each space had separate operators, duplicating logic.

Use RNA properties instead so adding the ability to toggle other
region types (floating redo region for eg) doesn't need to have an
extra operator per space type.

It's also nicer to show a check-box for something which can be toggled.
2019-04-18 12:44:17 +02:00
b3b335c398 Fix T60390: add Cycles texture node mapping settings to node editor sidebar
These were missing from the UI previously.
2019-04-05 12:50:12 +02:00
f3cff06087 UI: Material slot selector for the shader editor
D4583 by @HooglyBoogly
2019-03-25 14:49:44 +11:00
df96455c55 UI: add light/world settings in shader node editor.
Material was already there. Implementation was changed so it's just a
single line of code to adapt a panel to the node editor.
2019-03-17 21:53:13 +01:00
0bd45a2d51 Cleanup: unused imports 2019-03-14 15:34:14 +11:00
100854c17c UI: rename PresetMenu to PresetPanel, move to bl_ui.utils
Confusing to call a menu a panel when subclasses need to define
panel specific variables.

Avoid having bl_ui depend on bl_operator module too.
Since this isn't an operator, add utils modules for shared types.
2019-03-13 13:32:10 +11:00
3017d88aec Cleanup: rename specials -> context_menu
In keeping with convention to match code & UI naming.

- No user visible changes.
- Include 'menu' in the name since context is an overloaded term.
- While a few of these are panels, from a user perspective they are
  still context menus.
2019-03-12 11:05:28 +11:00