Commit Graph

111 Commits

Author SHA1 Message Date
Jacques Lucke
5bc949b4a7 Fix: avoid tagging file as modified when clicking in node editor 2024-05-02 01:43:45 +02:00
Jacques Lucke
74dd1e044b Nodes: improve socket picking tolerances
The goal here is to make it easier to make node links. Previously, it was quite
easy to accidentally start box selection or to trigger the link-drag-search when
that was not intended.

Now, the tolerances are a bit easier to work with. Also, instead of trying to use
the first socket that is close enough, it will find the closest socket instead. It feels
much better in my testing already, but obviously the values can be tuned more
with some testing.

Also we have to make sure to not accidentally make other things like resizing
nodes harder.

Pull Request: https://projects.blender.org/blender/blender/pulls/115010
2023-11-25 15:23:31 +01:00
Omar Emara
37da2ac881 Merge branch 'blender-v4.0-release' 2023-11-01 10:33:27 +02:00
Omar Emara
cbcfca0a19 Fix #112716: Custom sockets ignore draw_color method
Customs sockets always ignore their draw_color method and are always
drawn using a magenta color.

This is a regression that was introduced in e071288ab2. The commit used
the simple variant even for drawing nodes where a context is available.
So this patch mostly reverts those changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/114148
2023-11-01 09:29:56 +01:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Hans Goudey
1ccba4d9fe Nodes: Use index instead of reordering for draw order
Currently nodes are reordered so that the "on top" nodes are last in
the list. Node order changing for simple operations like selection
means we either have to reevaluate the node tree data-block on
selections or accept that the evaluated order can be different from the
original. Currently we do the latter (see d76a0e98ba), but
makes it complex to access nodes by index, and is hard to reason about.

Instead of reordering nodes, store the ui order in the node itself
and sort the nodes before drawing them or doing any processing
that depends on the "depth."

The "selected_nodes" list in the context is no longer ordered by the
recent selection.

Pull Request: https://projects.blender.org/blender/blender/pulls/113419
2023-10-10 10:57:51 +02:00
Brecht Van Lommel
8e602d914b UI: draw node panels in material properties editor
The layout for this is not great but consistent with existing
collapse/expand functionality there. There are ideas to replace this
entire material properties drawing longer term, but for 4.0 it's
important to show the panels in some way.

Pull Request: https://projects.blender.org/blender/blender/pulls/112591
2023-09-21 18:46:30 +02:00
Brecht Van Lommel
0706cfeea0 UI: improve vertical spacing in node panels
There was too little in some places, especially at the top of panel headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/112593
2023-09-20 11:56:40 +02:00
Hans Goudey
d2d4de8c71 Geometry Nodes: Show uncategorized assets in separate menus
In the add modifier menu, 3D viewport menus for node tools, and the node
editor add menu, assets not in catalogs are added to an "No Catalog"
menu rather than not being accessible at all.

This makes the default behavior when adding a node tool "not broken"
so at least something happens by default. The question of "How do I
add a catalog?" is much better than "Why didn't anything happen?"

Implements #111529
See #101778

---

![image](/attachments/b943e2c4-f660-4812-b9ab-f7c116b68b98)
![image](/attachments/e6ee94d7-cd14-475f-8fa6-abcc6774fd7e)
![image](/attachments/b1718d0c-4182-49c5-867a-1399082e98f0)

Pull Request: https://projects.blender.org/blender/blender/pulls/112355
2023-09-14 17:35:24 +02:00
Hans Goudey
974edc5885 Cleanup: Remove unnecessary "add node search"
Now that specific menus can be searched directly (see 7f9d51853c),
there is no need to maintain separate search functionality for adding
nodes. This PR removes the add node search. In a way this brings us
closer to the `NodeItem` situation before, but the setup is more
flexible since the menus are more standard and easier to customize.

In the few ways we customized the node search items before, this gives
us the same results as before. Overall the searching is less flexible,
but I think that is just a tradeoff we have to accept for the simplicity
of searching menus. In the future menus could be made more dynamic,
with each builtin node's menu path stored on the node type, similar to
assets. That might be a nice compromise. In the meantime this code
is just dead weight.

Pull Request: https://projects.blender.org/blender/blender/pulls/112056
2023-09-11 18:36:09 +02:00
Lukas Tönne
e071288ab2 Nodes: Panels integration with blend files and UI
Part 3/3 of #109135, #110272

Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.

The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces

All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.

Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.

The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.

A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.

This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).

Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
Daybreak
aa83fb0337 Geometry Nodes: Support drag & drop for Materials
Allows for materials to be dragged and dropped into the
geometry nodes editor, similar to collections or objects.

Pull Request: https://projects.blender.org/blender/blender/pulls/111368
2023-08-29 15:51:18 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Colin Marmond
cad95478ce Nodes: add ability to preview shader output nodes(AOV, group, material)
AOV/group/material output nodes can now be previewed the same way the
other nodes are.

This patch also improves the socket detection of the preview by using
`get_main_socket` which takes care of the priorities of the sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/110945
2023-08-11 16:47:56 +02:00
Colin Marmond
c63bcbf906 Nodes: Hide the node preview button when the overlays are disabled
When the overlays are hidden or the previews overlays are hidden, it is
more consistent to have the preview toggle button hidden than shown.

This patch also removes the preview rendering when the previews are
hidden.

Pull Request: https://projects.blender.org/blender/blender/pulls/110949
2023-08-09 14:04:11 +02:00
Campbell Barton
8d0268b09c Cleanup: spelling in comments 2023-08-09 11:20:59 +10:00
Colin Marmond
b8eb7d18e9 Nodes: experimental node previews in the shader editor
First implementation of node previews in the shader node editor. Using
the same user interface as compositor node previews, most shader nodes
can now be previewed (except group in/output and material output).

This is currently still an experimental feature, as polishing of the
user experience and performance improvements are planned. These will
be easier to do as incremental changes on this implementation.

See #110353 for details on the work that remains to be done and known
limitations.

Implementation notes:

We take advantage of the `RenderResult` available as `ImBuf` images to
store a `Render` for every viewed nested node tree present in a
`SpaceNode`. The computation is initiated at the moment of drawing nodes
overlays.

One render is started for the current nodetree, having a `ViewLayer`
associated with each previewed node. We separate the previewed nodes in
two categories: the shader ones and the non-shader ones.
- For non-shader nodes, we use AOVs which highly speed up the rendering
  process by rendering every non-shader nodes at the same time. They are
  rendered in the first `ViewLayer`.
- For shader nodes, we render them each in a different `ViewLayer`, by
  rerouting the node to the output of the material in the preview scene.

The preview scene takes the same aspect as the Material preview scene,
and the same preview object is used.

At the moment of drawing the node overlay, we take the `Render` of the
viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass
for each previewed node.

Pull Request: https://projects.blender.org/blender/blender/pulls/110065
2023-08-08 17:36:06 +02:00
Campbell Barton
7f34ad736a Cleanup: spelling in comments 2023-08-05 13:54:25 +10:00
Hans Goudey
07019e7ef5 Cleanup: Remove more struct keywords from C++ headers 2023-08-04 22:47:29 -04:00
Hans Goudey
ffe4fbe832 Cleanup: Move editors headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110820
2023-08-05 02:57:52 +02:00
Hans Goudey
8bb8cfb54e Cleanup: Remove unnecessary struct keyword from C++ headers
Pull Request: https://projects.blender.org/blender/blender/pulls/110734
2023-08-03 01:11:28 +02:00
Campbell Barton
52acf6a6ec Cleanup: correct file names in comments after C -> C++ renaming
Use back-tick quotes to differentiate these from plain text.
2023-07-31 13:02:30 +10:00
Hans Goudey
e4cc91a611 Geometry Nodes: Node group operators initial phase
This PR adds a new operator to run a node group on object geometry.
Only curves sculpt mode is supported for now, to simplify the design.

A new geometry node editor context to edit operator groups is also
added. This allows changing any node group, rather than only node
groups that are part of the active modifier context.

3D viewport menus are added with any geometry node group
asset in a catalog that contains the `Operator` tag. Currently Blender
must be restarted to refresh the list of available operators.

This is only the first phase of the node group operator feature.
Many more features will be added in next steps.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/108947
2023-06-29 13:57:54 +02:00
Jacques Lucke
b3641dae16 Cleanup: deduplicate remap node pairing function
It's a bit unfortunate that the `node_map` in both cases has different
constness, so a conversion or `reinterpret_cast` is necessary. For now
a new temporary map is created as this is less error prone. That's not
ideal but better than the duplication from before.
2023-06-16 17:03:55 +02:00
Leon Schittek
27184c4643 Merge branch 'blender-v3.6-release' 2023-06-05 20:23:45 +02:00
Leon Schittek
e6a8c45fd9 Fix #108578: Crash when unlinking input sockets
Fix a mistake in commit 2ce5fc4a3e that caused a crash when detaching
node links from input sockets.

When a link is detached from an input socket, `nodeRemLink` nulls the
`link` pointer of the socket.
So before the next update inputs are linked but don't have a valid `link`
pointer causing the crash, when trying to access the link in
`std_node_socket_draw`.

The introduced check avoids the crash and is more correct since it
doesn't just check one link for multi-input sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/108623
2023-06-05 20:21:07 +02:00
Campbell Barton
68256a1da7 Cleanup: remove unused argument 2023-06-04 14:55:20 +10:00
Leon Schittek
1e81d35138 Node Editor: Don't change size of resize area for frame nodes with zoom
Change the active area along the perimeter of frame nodes to have a more
consistent width independently of the zoom level so frame nodes can more
easily be grabbed and resized when zoomed out.

Pull Request: https://projects.blender.org/blender/blender/pulls/108359
2023-06-03 12:45:12 +02:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Iliya Katueshenock
f7388e3be5 Cleanup: Move BKE_node.h to C++
See: https://projects.blender.org/blender/blender/issues/103343

Changes:
1. Added `BKE_node.hh` file. New file includes old one.
2. Functions moved to new file. Redundant `(void)`, `struct` are removed.
3. All cpp includes replaced from `.h` on `.hh`.
4. Everything in `BKE_node.hh` is on `blender::bke` namespace.
5. All implementation functions moved in namespace.
6. Function names (`BKE_node_*`) changed to `blender::bke::node_*`.
7. `eNodeSizePreset` now is a class, with renamed items.

Pull Request: https://projects.blender.org/blender/blender/pulls/107790
2023-05-15 15:14:22 +02:00
Jacques Lucke
0de54b84c6 Geometry Nodes: add simulation support
This adds support for building simulations with geometry nodes. A new
`Simulation Input` and `Simulation Output` node allow maintaining a
simulation state across multiple frames. Together these two nodes form
a `simulation zone` which contains all the nodes that update the simulation
state from one frame to the next.

A new simulation zone can be added via the menu
(`Simulation > Simulation Zone`) or with the node add search.

The simulation state contains a geometry by default. However, it is possible
to add multiple geometry sockets as well as other socket types. Currently,
field inputs are evaluated and stored for the preceding geometry socket in
the order that the sockets are shown. Simulation state items can be added
by linking one of the empty sockets to something else. In the sidebar, there
is a new panel that allows adding, removing and reordering these sockets.

The simulation nodes behave as follows:
* On the first frame, the inputs of the `Simulation Input` node are evaluated
  to initialize the simulation state. In later frames these sockets are not
  evaluated anymore. The `Delta Time` at the first frame is zero, but the
  simulation zone is still evaluated.
* On every next frame, the `Simulation Input` node outputs the simulation
  state of the previous frame. Nodes in the simulation zone can edit that
  data in arbitrary ways, also taking into account the `Delta Time`. The new
  simulation state has to be passed to the `Simulation Output` node where it
  is cached and forwarded.
* On a frame that is already cached or baked, the nodes in the simulation
  zone are not evaluated, because the `Simulation Output` node can return
  the previously cached data directly.

It is not allowed to connect sockets from inside the simulation zone to the
outside without going through the `Simulation Output` node. This is a necessary
restriction to make caching and sub-frame interpolation work. Links can go into
the simulation zone without problems though.

Anonymous attributes are not propagated by the simulation nodes unless they
are explicitly stored in the simulation state. This is unfortunate, but
currently there is no practical and reliable alternative. The core problem
is detecting which anonymous attributes will be required for the simulation
and afterwards. While we can detect this for the current evaluation, we can't
look into the future in time to see what data will be necessary. We intend to
make it easier to explicitly pass data through a simulation in the future,
even if the simulation is in a nested node group.

There is a new `Simulation Nodes` panel in the physics tab in the properties
editor. It allows baking all simulation zones on the selected objects. The
baking options are intentially kept at a minimum for this MVP. More features
for simulation baking as well as baking in general can be expected to be added
separately.

All baked data is stored on disk in a folder next to the .blend file. #106937
describes how baking is implemented in more detail. Volumes can not be baked
yet and materials are lost during baking for now. Packing the baked data into
the .blend file is not yet supported.

The timeline indicates which frames are currently cached, baked or cached but
invalidated by user-changes.

Simulation input and output nodes are internally linked together by their
`bNode.identifier` which stays the same even if the node name changes. They
are generally added and removed together. However, there are still cases where
"dangling" simulation nodes can be created currently. Those generally don't
cause harm, but would be nice to avoid this in more cases in the future.

Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Lukas Tönne <lukas@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:59 +02:00
Hans Goudey
e7f395dd20 Nodes: Add dropdown to select group socket subtype
Previously the only way to control the subtype was to remove the group
input or output and create it again. This commit adds a dropdown to
change an existing socket, for supported socket types.

Based on a patch by Angus Stanton: https://developer.blender.org/D15715

It was necessary to fix the UI code slightly; the layout's context
wasn't being used in calls to an operator's enum items callback.

Pull Request: https://projects.blender.org/blender/blender/pulls/105614
2023-04-03 18:23:30 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Jacques Lucke
e2caac4c73 Merge branch 'blender-v3.5-release' 2023-03-19 07:04:17 +01:00
Jacques Lucke
cc44b98871 Fix #105720: crash when adding viewer node
The crash is fixed by reverting 87fd798ae3 and
some follow up commits. While it would generally be nice to move to a more
SoA format for these things, we are not there yet and this is causing more
trouble than it's worth currently. The main difficulty is that the socket
indices are changed by many different operations which invalidates the array
too often and led to many follow up bugs.

Pull Request: https://projects.blender.org/blender/blender/pulls/105877
2023-03-19 07:03:01 +01:00
Harley Acheson
f78f05c749 Refactor: U.dpi_fac -> U.scale_factor
A renaming of UI scale factors from names that imply a relationship to
monitor DPI to names that imply that they simply change "scale"

Pull Request: https://projects.blender.org/blender/blender/pulls/105750
2023-03-17 04:19:05 +01:00
Hans Goudey
076a33ccd1 Fix #104219: Node links dragged from wrong socket after selection
Nodes are sorted based on the selection. In some cases (even depending
on processor speed, nodes can be selected and reordered, and another
operation can run before the next redraw). That gives a window where
operators mapped to the same input as selection can run with invalid
socket locations (which aren't updated after the nodes are reordered,
since they are stored in a separate array).

To fix this, move the socket locations from the node editor runtime
data to the node tree, tag them as invalid when the nodes are
reordered, and check for that status in a few more places.

A better longer term solution is not reordering nodes based on
UI status and instead storing the UI drawing order separately.

Pull Request #104420
2023-02-28 11:35:32 -05:00
Erik Abrahamsson
dc79281223 Nodes: Add modal keymap for Node link drag
This will add a proper modal keymap for the node link drag operator.
It allows the user to customize the keys used to start drag and so on.
Also it gets rid of the custom status bar message.

Differential Revision: https://developer.blender.org/D17190
2023-02-03 17:41:12 +01:00
Leon Schittek
89aae4ac82 Node Editor: Controlled node link swapping
Allow to explicitly swap node links by pressing the alt-key while
reconnecting node links. This replaces the old auto-swapping based on
matching prefixes in socket names.

The new behavior works as follows:

* By default plugging links into already occupied (single input)
  sockets will connect the dragged link and remove the existing one.
* Pressing the alt-key while dragging an existing node link from one
  socket to another socket that is already connected will swap the
  links' destinations.
* Pressing the alt-key while dragging a new node link into an already
  linked socket will try to reconnect the existing links into another
  socket of the same type and remove the links, if no matching socket
  is found on the node. This is similar to the old auto-swapping.

Swapping links from or to multi input sockets is not supported.

This commit also makes the link drag tooltip better visible, when using
light themes by using the text theme color.

Reviewed By: Hans Goudey, Simon Thommes

Differential Revision: https://developer.blender.org/D16244
2023-01-28 10:07:29 +01:00
Campbell Barton
60d9de767d Cleanup: remove redundant forward declarations for structs 2023-01-18 18:41:13 +11:00
Hans Goudey
87fd798ae3 Nodes: Remove runtime socket location from struct
Socket locations are set while drawing the node tree in the editor.
They can always be recalculated this way based on the node position and
other factors. Storing them in the socket is misleading. Plus, ideally
sockets would be quite small to store, this helps us move in that
direction.

Now the socket locations are stored as runtime data of the node editor,
making use of the new node topology cache's `index_in_tree` function
to make a SoA layout possible.

Differential Revision: https://developer.blender.org/D15874
2023-01-06 09:35:34 -05:00
Hans Goudey
e091291b5b Cleanup: Simplify node editor socket picking
The main change is returning a socket pointer instead of using two
return arguments. Also use the topology cache instead of linked lists,
references over pointers, and slightly adjust whitespace.
2023-01-03 13:42:30 -05:00
Hans Goudey
13ad68d100 Node Editor: Avoid allocations for socket tooltip button arguments
Small memory allocations are a bottleneck when drawing large node trees.
Avoid them by passing the socket index in the whole tree and getting the
tree from the context rather than allocating structs for the tree, node,
and socket. The performance improvement will be a few percent at most.
2023-01-02 17:07:49 -05:00
Hans Goudey
5dcce58510 Cleanup: Use simpler vector for dragged node links
Use a vector of node links instead of pointers to node links allocated
separately. Only allocate a link if it's added (back) to the tree.
2022-12-29 14:09:58 -05:00
Hans Goudey
8bbf823716 Cleanup: Simplify arguments to deselect all nodes function
Take the node tree as an argument directly instead of retrieving it from
the editor struct. Then use the utility function in two more places.
2022-12-21 12:26:17 -06:00
Hans Goudey
c9288ab41f Cleanup: Remove redundant information from node link drag struct 2022-12-16 14:43:44 -06:00
Hans Goudey
e41abf9e26 Cleanup: Remove runtime node flag, various node transform cleanups
Remove another runtime node flag that's simpler as a local variable.
Use references, C++ types, simpler for loops, etc.
2022-12-12 17:03:17 -06:00
Hans Goudey
ab4926bcff Fix: Various mishandling of node identifiers and vector
In a few places, nodes were added without updating the Identifiers and
vector. In other places nodes we removed without removing from and
rebuilding the vector. This is solved in a few ways. First I exposed
a function to rebuild the vector from scratch, and added unique ID
finding to a few places.

The changes to node group building and separating are more involved,
mostly because it was hard to see the correct behavior without some
refactoring. Now `VectorSet` is used to store nodes involved in the
operation. Some things are handled more simply with the topology
cache and by passing a span of nodes.
2022-12-02 13:28:30 -06:00
Hans Goudey
cf98518055 Nodes: Add node group assets in add menu
This patch builds on the work from bdb5754147 to add node group
assets directly in the node editor add menu. Assets are added after
separators to distinguish them, but otherwise they look like any other
node. The catalog trees from all configured libraries are used to build
the menu hierarchy. Only catalogs with matching asset types are used
though.

There are a few limitations of this initial version. For now this only
supports geometry nodes. Support for other built-in node systems just
requires some refactoring of the corresponding add menu though. Lazy
loading will be added in a followup commit. For now there is a label
the first time the menu is opened.

Like the search menu integration, re-saving asset library files in 3.4
is required, if it hasn't been done already.

Implementation wise, there is a some ugly code here. A lot of that is
because the asset system isn't complete. The RNA API doesn't work well
yet, and the system isn't built to interact with multiple libraries at
once. It's also ugly because of the way we combine automatic menu
generation with builtin menus. As noted in a code comment, these two
systems could be merged completely so that the menus for builtin nodes
are also generated in the same way.

Differential Revision: https://developer.blender.org/D16135
2022-11-01 16:09:58 +01:00