most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
The backdrop zoom factor for new node-editor instances was not set
(i.e. was default initialised to 0). Now, this gets set to 1.0.
Also, set the property default in RNA to match this.
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.
This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window
The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!
Demo file:
http://download.blender.org/demo/test/auto_composite.blend
Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.
Implementation notes
- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.
* Added Backdrop Panel inside the "Properties" area.
* Hard limit for the "zoom" value. Negative values doesn't make sense.
* Added a missing notifier for the Node backdrop move operator.
Compositor operators now have better poll check, so they won't
show up in operator search or hotkeys for other node views.
- backimage move, size
- read renderlayers
+ changed lines connecting nodes:
they now use a linewidth of 1.5px for the light foreground and 4px for the dark background.
this should fix node-lines not being visible on almost black or all white backdrops.
+ muted nodes now also show a red tinted header if they are hidden (collapsed)
+ both active and selected nodes show a (now properly antialiased) highlighting frame
+ fixed a small error in dropshadow code resulting in a gap at borders
+ fixed a tiny error for the collapsing indicators (triangles) - they were not symmetrical.
Ton will add proper theme colors for the node-editor in the coming days.
- New Node editor now opens with larger view, the default
was like zoomed in factor 2.
- Add node via menu now shows new node more visible
- Click on (material) node now doesn't re-render the entire
tree anymore, much nicer.
- Duplicate node creates preview image immediate
Compositor: "Read & Compo Full Sample Buffers" option stopped after
1 pass; the break callback was returning '1' falsely.
Also made it show "wait cursor" again, since it doesn't run in
thread nor updates UI while compositing buffers. Check console for
progress for now.
Node editor
Some nodes - when muted - didn't draw a red line to indicate
a pass-on action. Stil, the node then is muted and either passes
on a buffer of same type, or just black.
To more clearly indicate muting, it now draws the header in a
reddish blended color too.
An operator Error throws up a menu, a Warning only a flashy header print.
In mesh editmode the menus for simple failures got very annoying, like
"Already a face" for Fkey on a face.
Proposal is to use warning for contextual failures, like:
- wrong selection
- unsupported combination
- wrong modes
And use errors for cases you really need user attention, for example when
issues are invisble or potentially damaging work.
- Memory failures
- Files not found
List can grow in future :) let's test this for mesh now.
I'll tackle this for other ops later after review.
(Also changed: loopcut disabled when editmode shows deformed result)
Code cleanup to allow switching active output nodes in Compositor
made shader nodes output not set correctly.
Now you can have multiple output nodes in shaders too, and switch
on click-activate.
(This commit doesn't fix the original bug reported in the report, but does fix one that was discovered while investigating that one)
Trying to insert keyframes for nodes within group nodes was failing.
This was caused by the ID-block for those UI widgets being set to the Node Editor's current ID-block (i.e. NodeTree) vs the NodeTree that those nodes lived in. The net result was that the paths couldn't be resolved, as the paths obtained for those widgets could only work up to the group's nodetree.
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
ZCombine node in compositor ignored alpha values. Enabling it
would break compatibility though, so it's a tickbox option now.
Patch provided by reporter, Martin Lubich. Thanks!
- use sizeof() in more places.
- fixed some off by 1 bugs copying strings. setting curve font family for instance was 1 char too short.
- replace strncpy and strcpy with BLI_strncpy