This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.
The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.
Theme setting for dash opacity:
{F11370574, size=full}
{F11286177, size=full, autoplay, loop}
{F11149912, size=full}
For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12886
This adds attribute search to the geometry nodes modifier
for the input and output attributes. The "New" search item
is only shown for the output attributes.
Some of the attribute search code is extracted to a new file
in the interface code, to avoid some code duplication.
The UI code required two fixes so that the search would work
for dynamic length strings (IDProperties do not have a fixed size).
Since this does changes to the UI layout of the modifier, I also
addressed T91485 here.
Differential Revisiion: https://developer.blender.org/D12788
Use arrays for wmEvent coordinates, this quiets warnings with GCC11.
- `x, y` -> `xy`.
- `prevx, prevy` -> `prev_xy`.
- `prevclickx, prevclicky` -> `prev_click_xy`.
There is still some cleanup such as using `copy_v2_v2_int()`,
this can be done separately.
Reviewed By: campbellbarton, Severin
Ref D12901
The issue was that this menu was only looking at socket templates,
but not at the new node declarations. This fix is to just check those
as well. The fix comes with a small refactor that makes the memory
management a bit simpler.
Differential Revision: https://developer.blender.org/D12866
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
In the original code depth=0 meant that there was no parents. But with
BLI_listbase_count we have depth 1 in those cases.
Differential Revision: https://developer.blender.org/D12817
This seems to happen only in a few files, and not so trivial to
reproduce from scratch.
The crash is real though, and this fixes it.
It also fix a wrong comment style that was introduced in the same faulty
commit.
Bug introduced on ebe2374528.
Differential Revision: https://developer.blender.org/D12794
The breadcrumbs alone may not be enough to indicate that a user is
inside a nodegroup. The original dark green color was a bit overwhelming
but having a different background helps.
This is a follow up to 919e513fa8.
The current background color and parent nodetrees is too distracting and noisy.
It drastically affect the readability of the nested node-trees.
Other techniques (better bread crumbs) can be used instead to indicate
to users that they are inside a node group.
---
The background drawing was introduced in 4638e5f99a as part of the
Python Nodes branch merge. This made its debut in Blender 2.67
(30/May/2021).
At the time the color used for the background was a light gray. Over the
years the color changed to the current dark green, aggravating the
problem further.
Before that, the (expanded) nodegroup already had the partially
transparent background, mingling with the other nodes. The Python Nodes
branch brought this concept with its changes, and would always draw up
to two levels up in the background (the parent nodetree, and its parent
nodetree).
To read the original inspiration for all the changes introduced then:
https://code.blender.org/2012/01/improving-node-group-interface-editing/
Differential Revision: https://developer.blender.org/D12780
- Instead of making the enum expanded leave it in menu form.
- Use full words instead of letters.
Differential Revision: https://developer.blender.org/D12686
Use dashes to represent the function flow (while keeping continuous
lines for the data-flow).
It is important to tell both flows apart (the data and the function
flow). The sockets help with that, the noodles help this further.
The "data flow" is evaluated at every single node. A user can inspect
the output sockets of those nodes and have a glimpse at their values.
The "function flow" (nodes) however is only evaluated in the geometry
nodes. The noodles are not transporting data in the same sense of the
"data flow". All that can be inspected are the attributes the functions
depend on.
Having this clearly communicated should help users to inspect the
nodetrees, read and understand the different flows in the same tree.
---
Known limitations:
At the moment the dash lines are not equidistant:
* It would be nice to get the "uv.x" to be resampled for the bezier curve
so the dashes are equally distributed in the curve.
* Using distance between the P3 and P0 instead of the real bezier curve
length seems to be fine.
---
Full disclaimer:
Changes with that much of a visual impact tend to be controversial. So
far the main feedback is that dashed lines can be associated to broken
link, and that there are better ways to represent the flows (or
different information that should be visually represented).
I'm fully aware of that. However dashed lines are already used in the
viewport and outliner to indicate (hierarchical) relation. Besides,
other approaches (double-lines, having the data flow to be more
distinct, ...) didn't pan out in the end (or didn't look as good as
this).
---
Impact in other editors:
The compositor uses mostly a "data flow" nodetree, so no change is
expected there.
The shader nodetree is one that could but doesn't have to change its
visual language.
The shader nodetree uses mostly "function flow" with some "data flow" nodes.
One can argue that it should be adapted to follow the
same pattern as geometry nodes (with the new noodles and the diamond
sockets). Oh the other hand, a shader nodetree has a single context.
When a node depends on the "UV", there is only one UV at a time for the
entire nodetree. So it can also be treated as a psedo "data flow"
nodetree if we want to avoid too many changes in other parts of Blender.
Differential Revision: https://developer.blender.org/D12602
This makes it easier to spot which links contain fields and which
contain data. Actually, the patch makes all other links a bit thicker.
However, with soon-to-be-implemented theme changes, the
perceived thickness will be the same as before.
This is part of T91563.
Differential Revision: https://developer.blender.org/D12646
This adds initial limited support for socket tooltips. It's limited
in a couple of ways for now:
* Only works when hovering over the socket shape, not when hovering
over the value in the socket.
* Only works for built-in nodes that already use the new node
declaration system. This can later be extended to support pynodes.
Those limitations are well worth it for now, given that the
implementation is quite simple and the impact on usability is quite
large. More complex updates to the layout system, that would allow
showing socket tooltips in the nodes, can be done later. With the
current implementation we can at least start writing tooltips for
geometry nodes now.
This commit already adds tooltips for the Cylinder node as an example.
Differential Revision: https://developer.blender.org/D12607
This implements the update logic for the vizualization of which
sockets pass data or constants directly, and which pass functions.
The socket shapes may still have to be updated. That should be
done separately, because it might be a bit more involved, because
socket shapes are currently linked to keyframe shapes. Currently
the circle and diamond shapes are used with the following meanings:
- Input Sockets:
- Circle: Required to be a single value.
- Diamond: This input supports fields.
- Output Sockets:
- Circle: This output is a single value.
- Diamond: This output may be a field.
Connecting a field to a circle input socket is an error, since a
field cannot be converted to a single value. If the socket shape
is a diamond with a dot in the middle, it means it is currently
a single value, but could be a field.
In addition to socket shapes, the intention is to draw node links
differently based on the field status. However, the exact method for
conveying that isn't decided yet.
Differential Revision: https://developer.blender.org/D12584
No functional change.
The shader is complicated by itself, having hardcoded values makes it
even more cryptic.
I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.
Differential Revision: https://developer.blender.org/D12615
This commit adds warning messages to "legacy" nodes that will be
removed in the future. The warning is shown in the node header, but
it is not printed in the terminal or displayed in the modifier. It is
also not propogated to node groups, but that is a more general task.
If the modifier's node tree has executed a deprecated node, it will
display a warning and a "Search" button that will select the nodes and
pan to them in the node editor. This doesn't open child node trees and
select nodes in there, because I want to keep this operator simple and
avoid wasting a lot of time perfecting this behavior.
Differential Revision: https://developer.blender.org/D12454
It's equivalent to the OpenImageDenoise prefiltering option in Cycles.
See D12043.
Prefilter modes:
- None: No prefiltering, use when guiding passes are noise-free.
- Fast: Denoise image and guiding passes together. Improves quality when
guiding passes are noisy using least amount of extra processing time.
- Accurate: Prefilter noisy guiding passes before denoising image.
Improves quality when guiding passes are noisy using extra
processing time.
Reviewed By: #compositing, jbakker, sergey
Differential Revision: https://developer.blender.org/D12342
Since fields were committed to master, socket inspection did
not work correctly for all socket types anymore. Now the same
functionality as before is back. Furthermore, fields that depend
on some input will now show the inputs in the socket inspection.
I added support for evaluating constant fields more immediately.
This has the benefit that the same constant field is not evaluated
more than once. It also helps with making the field independent
of the multi-functions that it uses. We might still want to change
the ownership handling for the multi-functions of nodes a bit,
but that can be done separately.
Differential Revision: https://developer.blender.org/D12444
Recently we have decided to avoid fancier versioning for nodes with
string inputs for attribute names when updating the attribute workflow
for 3.0. In that case we would just duplicate any node that will
have an updated version to work with fields.
We want to be able to use the "proper" ID names for the new versions
of the nodes though, so this patch adds "Legacy" to the IDs of all
nodes that will be replaced in 3.0. This commit also removes the nodes
from the add menu when the fields experimental preference is enabled,
in order to make it clear what has been updated and what hasn't.
Nodes in the "Maybe" categories in versioning_300.c can be renamed
later if necessary. For now it's probably better to be conservative,
and to keep the list complete.
Differential Revision: https://developer.blender.org/D12420
This patch fixes the issue described in T88411, that the text in frame nodes is only shown, when the node has a label. This has been caused by rB8f04ddbbc626, because `node_draw_frame_label` not only draws the label, but also all the other text. Therefore skipping it, when the label is empty, also skips drawing the other text.
This is fixed by moving the check for the empty label into `node_frame_draw_label`.
**Patch:** Frame nodes show text despite not having a label.
{F10286204, size = full}
**Same setup in master:**
{F10128099, size = full}
**Test file**
{F10128102}
Reviewed By: #user_interface, pablovazquez
Maniphest Tasks: T88411
Differential Revision: https://developer.blender.org/D11315
Image Editor
When changing to another texture paint slot, the texture displayed in
the viewport changes accordingly (as well as the image displayed
in the Image Editor).
When changing the active texture in the Node Editor though, only the
texture displayed in the viewport changes.
This was mentioned in T88788 and I am not 100% sure this is desired in
all scenarios (or at all), it should be seen in tandem of D11497. This
change makes it so that the Image Editor changes to the image we changed
to in the Node Editor (keeping them in sync).
If this is not desired in all cases, this could be made an option.
ref T88788
ref D11496
ref D11497
Maniphest Tasks: T88788
Differential Revision: https://developer.blender.org/D11498
active paint slot
When changing to another texture paint slot, the texture displayed in
the viewport changes accordingly (as well as the image displayed
in the Image Editor).
When changing the active texture in the Node Editor though, only the
texture displayed in the viewport changes.
This _can_ be confusing because you can end up painting on a texture
that you are not looking at in the viewport (so you dont have any
feedback whatsoever). Not 100% sure this is desired in all scenarios,
but this change makes it so that the active paint slot changes to the
one that uses the texture we chaged to in the Node Editor (keeping them
in sync).
If this is not desired in all cases, this could be made an option.
ref T88788
ref D11496
Maniphest Tasks: T88788
Differential Revision: https://developer.blender.org/D11497
This patch just clamps and rounds node contents and socket locations
so they don't appear to jiggle around when you move them. This issue
happens because node sizing and positioning are in floats while text
content must be pixel-aligned.
See D11684 for more details and comparisons.
Differential Revision: https://developer.blender.org/D11684
Reviewed by Julian Eisel
The code assumed that when a node group is is at the highest
level in the node editor, then it is embedded into another data
block and can't be referenced by other node groups. This is true
for shader and compositor nodes, but not for geometry nodes.
Having settings such as "extend" saved between executions causes
keymaps that don't include this setting to remember the value
between execution.
No longer store this setting for selection operations & remove
redundant values from the key-maps, see: T90275.
- New operator property to toggle edge panning in the keymap:
This is disabled by default to avoid edge-panning in cases where it
gets distracting, such as adding a new node. Only the explicit
translate operator(s) (GKEY or drag) have this enabled now.
- Restore the initial view rect on edge pan cancel:
The initial view rect is now stored in the edge pan operator data.
When an operator with edge panning is cancelled it can now call the
`UI_view2d_edge_pan_cancel` function to restore the original View2D
rect.
- Less delay in node editor scrolling:
Delay is useful when scrolling through long lists, such as in the
outliner, but makes node scrolling feel sluggish and unresponsive.
The lower scroll speed here makes a faster response the better option.
- Zoom influence feature:
Somewhat slower scrolling in UI-space when zoomed out. With the 0.5
zoom influence factor nodes behave as if zoom factor is halved,
otherwise it gets too fast when zoomed out. Previously scrolling would
always be constant-speed in UI space, now it's half-way between UI
space and node (view) space.
This makes texture sockets have a label by default. This can be changed
by adding the SOCK_HIDE_LABEL flag to the socket. With this change the
switch node now shows the labels "True" and "False" like for the other
types of sockets.
While this was already the case for the most part
some selection operators stored common settings for reuse such as
"toggle", "extend" & "deselect".
Disabling storing these settings for later execution
as it means failure to set these options in the key-map re-uses
the value of the shortcut that was last called.
Skip saving these settings since this is a case where reusing them
isn't helpful.
Resolves T90275.
Originally the operator name was drawn next to the dragging content.
After that there was an option to add custom, static text with the
dragging content. This patch allows dynamic text to be drawn.
The custom text was implemented as out parameter of the poll function
what made the code unclear. This patch introduces a tooltip function
that separates tooltip generation from the poll function.
NOTE: the text should always be returned in its own memory block. This
block will be freed after it is copied in the drag struct.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12104
The viewer node in geometry node trees only supports geometry nodes.
This patch ensures that when ctrl shift clicking on a node, it will only
link to geometry sockets.
Differential Revision: https://developer.blender.org/D12055