Commit Graph

118 Commits

Author SHA1 Message Date
Jacques Lucke
74751f985d Fix #139218: implicit group inputs show input value 2025-05-22 08:36:33 +02:00
Jacques Lucke
c55ffb5258 Nodes: improve implicit inputs
This improves implicit node inputs in multiple ways:
* Fix crash when switching a group input socket type from e.g. vector to
  integer, while the default input is set to "position". Now, the default input
  type is reset automatically if it's invalid.
* Add Left/Right Handle as possible implicit vector inputs (next to Position and
  Normal). Those were the only ones that we used internally that were not
  exposed yet.
* When creating a new group input from an existing socket, also initialize the
  default input based on the socket. E.g. when grouping a `Set Position` node,
  the `Position` input of the group will now also use the position attribute by
  default.

In addition to these user-level changes, some internal changes were done too:
* Use unified `NodeDefaultInputType` in node declaration instead of function
  pointers which were hard to propagate to node groups.
* Use a new reusable `socket_type_supports_default_input_type` function in rna
  to filter the list of possible input items.

Pull Request: https://projects.blender.org/blender/blender/pulls/139139
2025-05-20 17:54:49 +02:00
Jacques Lucke
b2b22cb66d Cleanup: Nodes: switch using enum instead of int
This simplifies adding more interface item types, because there will
be a compiler warning when it's not handled somewhere.
2025-05-17 11:31:08 +02:00
Jacques Lucke
dd47ee9e25 Nodes: show warning when a group output is unused
There are very rare use-cases for having multiple Group Output nodes. However,
it's something that's been supported for a long time and removing it may be a
regression for some. In practice, it's usually a mistake when someone has
multiple Group Output nodes.

This patch adds a simple warning on inactive Group Output nodes to help the user
notice this case.

Pull Request: https://projects.blender.org/blender/blender/pulls/138743
2025-05-12 16:13:57 +02:00
Jacques Lucke
8a42e2b59a Nodes: support expanded menus in node group interface
Previously, menu sockets were always drawn as dropdown. This patch adds the
ability to draw them expanded instead.

As before, in the node editor, only the expanded menu is drawn, without the
label. There is simply not enough space for both. However, in the modifier and
operator settings the label is drawn currently. We'll probably need to add a
separate `Hide Label` option (similar to `Hide Value`) for group inputs that
support it. That would also help a lot with e.g. object sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/138387
2025-05-08 04:31:09 +02:00
Mattias Fredriksson
b028384749 Cleanup: Pass pointer to get_item_as()
Overloaded version for utility function `get_item_as()` taking a pointer
as an argument (rather then reference) performs type verification,
avoiding the additional manual check.

Pull Request: https://projects.blender.org/blender/blender/pulls/138067
2025-05-01 15:40:14 +02:00
Jacques Lucke
8ec9c62d3e Geometry Nodes: add Closures and Bundles behind experimental feature flag
This implements bundles and closures which are described in more detail in this
blog post: https://code.blender.org/2024/11/geometry-nodes-workshop-october-2024/

tl;dr:
* Bundles are containers that allow storing multiple socket values in a single
  value. Each value in the bundle is identified by a name. Bundles can be
  nested.
* Closures are functions that are created with the Closure Zone and can be
  evaluated with the Evaluate Closure node.

To use the patch, the `Bundle and Closure Nodes` experimental feature has to be
enabled. This is necessary, because these features are not fully done yet and
still need iterations to improve the workflow before they can be officially
released. These iterations are easier to do in `main` than in a separate branch
though. That's because this patch is quite large and somewhat prone to merge
conflicts. Also other work we want to do, depends on this.

This adds the following new nodes:
* Combine Bundle: can pack multiple values into one.
* Separate Bundle: extracts values from a bundle.
* Closure Zone: outputs a closure zone for use in the `Evaluate Closure` node.
* Evaluate Closure: evaluates the passed in closure.

Things that will be added soon after this lands:
* Fields in bundles and closures. The way this is done changes with #134811, so
  I rather implement this once both are in `main`.
* UI features for keeping sockets in sync (right now there are warnings only).

One bigger issue is the limited support for lazyness. For example, all inputs of
a Combine Bundle node will be evaluated, even if they are not all needed. The
same is true for all captured values of a closure. This is a deeper limitation
that needs to be resolved at some point. This will likely be done after an
initial version of this patch is done.

Pull Request: https://projects.blender.org/blender/blender/pulls/128340
2025-04-03 15:44:06 +02:00
Bastien Montagne
dd168a35c5 Refactor: Replace MEM_cnew with a type-aware template version of MEM_callocN.
The general idea is to keep the 'old', C-style MEM_callocN signature, and slowly
replace most of its usages with the new, C++-style type-safer template version.

* `MEM_cnew<T>` allocation version is renamed to `MEM_callocN<T>`.
* `MEM_cnew_array<T>` allocation version is renamed to `MEM_calloc_arrayN<T>`.
* `MEM_cnew<T>` duplicate version is renamed to `MEM_dupallocN<T>`.

Similar templates type-safe version of `MEM_mallocN` will be added soon
as well.

Following discussions in !134452.

NOTE: For now static type checking in `MEM_callocN` and related are slightly
different for Windows MSVC. This compiler seems to consider structs using the
`DNA_DEFINE_CXX_METHODS` macro as non-trivial (likely because their default
copy constructors are deleted). So using checks on trivially
constructible/destructible instead on this compiler/system.

Pull Request: https://projects.blender.org/blender/blender/pulls/134771
2025-03-05 16:35:09 +01:00
Falk David
2822777f13 Nodes: support boolean inputs as toggles in panel headers
Adds the option to create a boolean socket that can be used as a panel toggle.
This allows creating simpler and more compact node group UIs when a panel
can be "disabled".

The toggle input is a normal input socket that is just drawn a bit differently in
the UI. Whether a boolean is a toggle input or not does not affect evaluation.

Also see #133936 for guides on how to add and remove panel toggles.

Pull Request: https://projects.blender.org/blender/blender/pulls/133936
2025-02-28 19:07:02 +01:00
илья _
119fc054f8 Cleanup: BKE: Nodes: Pass-by-reference
Restriction of the nodes api to clearly define never-null function arguments.
Side effects: some assertions and null-check (with early return) were removed.
On the caller side is ensured to never derefer null to pass argument (mainly in RNA).
In addition, one pointer argument now actually a return type.

By-reference return types instead of pointers going to be separate kind of
change since also imply of cleaning up variables created from reference.

Also good future improvement would be to mark a copy-constructor as
explicit for DNA node types.

Pull Request: https://projects.blender.org/blender/blender/pulls/134627
2025-02-19 13:44:11 +01:00
Brecht Van Lommel
315d07bd12 Cleanup: Various clang-tidy warnings in nodes
Pull Request: https://projects.blender.org/blender/blender/pulls/133734
2025-01-31 17:03:18 +01:00
Jacques Lucke
e1753900b7 BLI: improve UTF-8 safety when copying StringRef to char buffers
Previously, there was a `StringRef.copy` method which would copy the string into
the given buffer. However, it was not defined for the case when the buffer was
too small. It moved the responsibility of making sure the buffer is large enough
to the caller.

Unfortunately, in practice that easily hides bugs in builds without asserts
which don't come up in testing much. Now, the method is replaced with
`StringRef.copy_utf8_truncated` which has much more well defined semantics and
also makes sure that the string remains valid utf-8.

This also renames `unsafe_copy` to `copy_unsafe` to make the naming more similar
to `copy_utf8_truncated`.

Pull Request: https://projects.blender.org/blender/blender/pulls/133677
2025-01-29 12:12:27 +01:00
Jacques Lucke
b32a5882c1 Cleanup: Nodes: move node class parameter out of node_type_base
The node class is hardly important enough (especially compared to the other parameters)
that it is justified to have to pass it to `node_type_base`.

Pull Request: https://projects.blender.org/blender/blender/pulls/133021
2025-01-14 11:03:28 +01:00
Hans Goudey
d381379b47 Cleanup: Nodes: Use StringRef in a few more places
Pull Request: https://projects.blender.org/blender/blender/pulls/132923
2025-01-10 22:27:45 +01:00
Hans Goudey
be887bd37d Cleanup: Move NOD_common.h to C++ 2025-01-10 22:27:44 +01:00
Jacques Lucke
0fa4c6da18 Refactor: Nodes: avoid using NOD_static_types.hh when creating node types
This removes the second to last usage of `NOD_static_types.hh` which we intend
to remove. A nice benefit is that the idname is now finally more explicit when a
node is registered. Previously it was difficult to search for the definition of
a node in the code when one had only the idname, which is the main identifier
for nodes.

The main change is in `node_type_base`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132815
2025-01-09 12:19:57 +01:00
Jacques Lucke
26609d3282 Fix: typo in group output node ui name
Caused by 2afd946ba6.
2025-01-08 19:32:43 +01:00
Hans Goudey
2afd946ba6 Refactor: Nodes: Move UI name out of NOD_static_types.h header
As part of an effort to remove this header, reducing the need for macro/
include magic and making node definitions more independent, move
the node UI name and description definitions to each node's file.
The UI name, description, and idname are also moved to std::string
instead of char arrays.

Similar to b43e2168e3.

Pull Request: https://projects.blender.org/blender/blender/pulls/132708
2025-01-08 18:07:11 +01:00
Hans Goudey
13b79072e2 Refactor: Nodes: Use C++ new, std::string in node/socket/tree types
Make the type structs non-trivial, use new and delete for allocation and
freeing, and use std::string for most strings they contain. Also use
StringRef instead of char pointers in a few places. Mainly this improves
ergonomics when working with the strings.

Pull Request: https://projects.blender.org/blender/blender/pulls/132750
2025-01-08 16:34:41 +01:00
Iliya Katueshenock
8e85d3105f Refactor: Nodes: Reroute node data type propagation simplification
Any reroute can be connected only to single source, or can be not connected at
all. So reroutes usually form trees. It is possible that there will be a cycle,
but such cycle can be only single in strongly connected set of reroutes. To
propagate a types from some certain target to all the reroutes in such a tree we
need to know all such a trees and all possible targets for each tree.

Before its was done with a stack-base breath first search and with implicit aim
to a targets of types to propagate.

Now everything is done explicitly, with grouping all reroutes to a strongly
connected sets. All source targets are handled now explicitly, which lets us to
use additional function to define priority between types later. Large number of
loops can be parallel, and as-is code 2-3 times faster for large node trees like
main tree in `Erindale_Flower_Shop` file.

Now possible change of the behavior:
1. For multiple targets use function to decide the most priority type.
2. In case of merge non-connected rerouted sets use statistic to decide the most
   popular type.
3. Change behavior in case there is no explicit targets (dangling reroutes set).

Pull Request: https://projects.blender.org/blender/blender/pulls/131910
2025-01-07 17:32:45 +01:00
Hans Goudey
b43e2168e3 Refactor: Nodes: Remove legacy enum name from NOD_static_types.h
A followup for 5e7f3e5c84.

Make the NOD_static_types.h file less important by moving `enum_name_legacy`
to be defined in the register function of every node. This helps our gradual transition
away from this file.

Also add a fallback to the node idname so that newly added nodes no longer need
to define the string value.

Pull Request: https://projects.blender.org/blender/blender/pulls/132131
2024-12-19 18:12:05 +01:00
Jonas Holzman
6cd33510c3 Nodes: Expose Node Color Tag to the Python API
This commit adds a new `color_tag` read-only enum property to nodes,
expanding on the existing node group `color_tag` property. The existing
node group color tag enum (`NodeGroupColorTag`) was renamed to the more
generic `NodeColorTag` and expanded to support all possible color tags.
This new property also works on node group nodes with custom color tags
set by the user.

Pull Request: https://projects.blender.org/blender/blender/pulls/131101
2024-12-05 17:14:34 +01:00
Jacques Lucke
a239bfc4dd Refactor: Nodes: improve drawing of nodes based on node declaration
The main goal is to simplify adding support for nested node panels. The patch
makes use of the updated recursive node declarations introduced in
6ffc585fb8.

The main changes are:
* Rewritten node drawing in a way that makes ui design decisions like panel
  visibility and margins more explicit. Especially the handling of margins is
  much better now imo. Previously, it was very hard to change the margin for
  specific cases without accidentally breaking other situations. Now each
  possible case has an explicit margin. This needs a few more lines of code but
  is much easier to work with.
* Rewritten node drawing in panel (sidebar + material properties) using the new
  ways to iterate over the declaration.
* It's possible to add custom layouts at any point in the node declaration now.
  This also replaces the need for having a `draw_buttons` callback for panels.

Pull Request: https://projects.blender.org/blender/blender/pulls/128822
2024-10-11 12:20:58 +02:00
Jacques Lucke
cf954b1d8d Cleanup: unused variable 2024-10-09 15:49:55 +02:00
Jacques Lucke
6ffc585fb8 Refactor: Geometry Nodes: recursive node declarations
This refactor contains the following changes:
* Each `PanelDeclaration` contains its direct children. Previously, it only knew
  how many children it had. That added complexity to wherever we iterate over
  the node declaration.
* Adds a new `DeclarationListBuilder` that is a base class of
  `NodeDeclarationBuilder` and `PanelDeclarationBuilder`. It makes sure that the
  same API for adding sockets, panels and separators exist for both.
* Modified declare functions for group, group input and group output nodes to
  use the normal node builder api instead of doing something custom.

No functional changes are expected.

The main reason for this refactor is to simplify working with nested panels in
node declarations which is useful when we want to support nested panels in the
node editor. The node drawing code is not simplified in this patch, but that
should be easier afterwards.

Pull Request: https://projects.blender.org/blender/blender/pulls/128799
2024-10-09 15:45:43 +02:00
Jacques Lucke
74f266c119 Fix #127855: crash when changing interface socket type with custom sockets
There were multiple issues that popped up when following the reproduction steps
in the report:
* Somehow, `socket.socket_data` was set for a custom socket type. I don't know
  how that happened yet. I added some code to clean it up on file-load.
* `declaration_for_interface_socket` did not work yet when the socket type is
  not registered. Now it just creates a custom socket with the correct idname,
  even if that's not registered yet.
* There was a missing node tree update when changing `bl_socket_idname` of
  interface sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/128191
2024-09-26 20:41:06 +02:00
Jacques Lucke
6e5e01e630 Geometry Nodes: new For Each Geometry Element zone
This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.

## Features

* The `Selection` input allows iterating over a subset of elements on the set
  domain.
* Fields passed into the input node are available as single values inside of the
  zone.
* The input geometry can be split up into separate (completely independent)
  geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
  value from each iteration.
* New geometries can be generated in each iteration.
    * All of these geometries are joined to form the final output.
    * Attributes from the input geometry are propagated to the output
      geometries.

## Evaluation

The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.

## Performance

There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.

However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.

An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.

Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.

Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
Iliya Katueshenock
c40dc9aa03 Nodes: use node storage to store type of reroute node
The reroute node used to be a bit special in the sense that its data type was
only stored in the sockets. However, typically, the ground truth data should be
stored in the node storage and then the socket types are derived from that.

For users, there should not be a noticable difference. However, from Python
it's not possible to modify the socket type directly on the socket anymore.
This is forbidden for other built-in nodes already too.

Instead, one can use the new `reroute_node.socket_idname` property to change
the type of a node. This internally also recreates the sockets with the correct
type.

Pull Request: https://projects.blender.org/blender/blender/pulls/121146
2024-09-23 14:47:05 +02:00
Campbell Barton
bfd9b4dcc8 Cleanup: use "r_" prefixed return arguments 2024-08-23 13:09:20 +10:00
Iliya Katueshenock
1b67be14c6 Cleanup: BKE: Nodes: Functions renaming
Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).

Pull Request: https://projects.blender.org/blender/blender/pulls/126416
2024-08-19 20:27:37 +02:00
Jacques Lucke
5861b078f7 Core: rename ID.flag and ID.tag values
Previously, values for `ID.flag` and `ID.tag` used the prefixes `LIB_` and
`LIB_TAG` respectively. This was somewhat confusing because it's not really
related to libraries in general. This patch changes the prefix to `ID_FLAG_` and
`ID_TAG_`. This makes it more obvious what they correspond to, simplifying code.

Pull Request: https://projects.blender.org/blender/blender/pulls/125811
2024-08-07 12:12:17 +02:00
Devashish Lal
3e28b6c7f1 Nodes: File path socket subtype for string sockets
This commit adds a new socket subtype for the string socket type
for file paths. Like other subtypes, this doesn't influence the data
stored in the socket or passed between nodes, it adds a file browser
popup operator to the socket button in the node.

From the file import nodes GSoC project:
https://devtalk.blender.org/t/gsoc-2024-geometry-nodes-file-import-nodes/34482

Pull Request: https://projects.blender.org/blender/blender/pulls/123250
2024-06-24 16:28:33 +02:00
Jacques Lucke
1604eb9821 Geometry Nodes: expose instance transform field as default input for node groups 2024-06-04 19:02:02 +02:00
Falk David
4f2f97d498 Formatting 2024-05-13 16:28:19 +02:00
Iliya Katueshenock
75d17b1db5 Cleanup: Move BKE_node to namespace
Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.

Pull Request: https://projects.blender.org/blender/blender/pulls/121637
2024-05-13 16:07:12 +02:00
Jacques Lucke
f4b9ca758a Nodes: add color tag to node groups
This allows setting a color tag for node groups which affects the header
color of group nodes. With this, node groups can look even more similar
to built-in nodes. The only remaining difference is the node group icon in
the node header.

Blender has quite a few different built-in color tags. Most of those are
exposed with very few exceptions. For example, the layout, interface
and pattern categories are not exposed because they are only for built-in
nodes or are not used anymore.

It's generally agreed upon that the set of different color tags is likely too
large. Some differences between color make more sense in some contexts
than in others. In the interest of consistency, it was decided to expose all
these categories anyway. If we ever decide to consolidate them, the worst
that can happen is that a group looses it's category, which wouldn't be too bad.

Pull Request: https://projects.blender.org/blender/blender/pulls/121385
2024-05-08 22:00:35 +02:00
Jacques Lucke
6176e66636 Nodes: add node group description
This allows node groups to have a description that is shown in the add menu
or when hovering over the node header.

This new description is stored in `bNodeTree.description`. Unfortunately, it
conflicts a bit with `ID.asset_data.description`. The difference is that the latter
only exists for assets. However, it makes sense for node groups to have
descriptions even if they are not assets (just like `static` functions in C++ should
also be able to have comments). In some cases, node groups are also generated
by addons for a specific purpose. Those should still have a description without
being reusable to make it easier to understand for users.

The solution here is to use the asset description if the node group is an asset,
and to use `bNodeTree.description` otherwise. The description is synced
automatically when marking or clearing assets.

A side benefit of this solution is that appended node group assets can keep their
description, which is currently always lost.

Pull Request: https://projects.blender.org/blender/blender/pulls/121334
2024-05-08 11:25:00 +02:00
Hans Goudey
575a5c0502 Fix #119744: Regression: Geometry Nodes: Default input not working
Caused by 25a10c211f.

The socket_type field for socket declarations wasn't set for declarations
created from the node group interface DNA tree structure. Arguably the
socket types should be set by the constructors, but setting it in one more
place isn't bad either, and is a simple fix for now.
2024-03-21 13:18:43 -04:00
Jacques Lucke
25a10c211f Nodes: support accessing socket type directly from declaration
Previously, we haven't added this because there were plans to use these
declarations at a higher abstraction level where one declaration potentially
contains more than one socket. This hasn't happened yet, and we are also using
other ways to achieve dynamic socket amounts (using dynamic declarations).
Therefore, it is reasonable to simplify the code by storing the integer socket
type in the declaration directly.

Pull Request: https://projects.blender.org/blender/blender/pulls/119691
2024-03-20 12:37:37 +01:00
Hans Goudey
1cfe9dd08c Geometry Nodes: Matrix socket type, attribute type, and initial nodes
Implements the design from #116067.
The socket type is called "Matrix" but it is often referred to as "Transform"
when that's what it is semantically. The attribute type is "4x4 Matrix" since
that's a lower level choice. Currently matrix sockets are always passed
around internally as `float4x4`, but that can be optimized in the future
when smaller types would give the same behavior.

A new "Matrix" utilities category has the following set of initial nodes"
- **Combine Transform**
- **Separate Transform**
- **Multiply Matrices**
- **Transform Direction**
- **Transform Vector**
- **Invert Matrix**
- **Transpose Matrix**

The nodes and socket type are behind an experimental flag for now,
which will give us time to make sure it's the right set of initial nodes.
The viewer node overlay doesn't support matrices-- they aren't supported
for rendering in general. They also aren't supported in the modifier interface
currently. But they are supported in the spreadsheet, where the value is
displayed in a tooltip.

Pull Request: https://projects.blender.org/blender/blender/pulls/116166
2024-02-13 18:59:36 +01:00
Campbell Barton
1a3b5452c4 Cleanup: unused includes in source/blender/nodes
Remove 166 includes.
2024-02-13 13:23:35 +11:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Lukas Tönne
5ad49f4142 Geometry Nodes: Menu Switch Node
This patch adds support for _Menu Switch_ nodes and enum definitions in
node trees more generally. The design is based on the outcome of the
[2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch).

The _Menu Switch_ node is an advanced version of the _Switch_ node which
has a customizable **menu input socket** instead of a simple boolean.
The _items_ of this menu are owned by the node itself. Each item has a
name and description and unique identifier that is used internally. A
menu _socket_ represents a concrete value out of the list of items.

To enable selection of an enum value for unconnected sockets the menu is
presented as a dropdown list like built-in enums. When the socket is
connected a shared pointer to the enum definition is propagated along
links and stored in socket default values. This allows node groups to
expose a menu from an internal menu switch as a parameter. The enum
definition is a runtime copy of the enum items in DNA that allows
sharing.

A menu socket can have multiple connections, which can lead to
ambiguity. If two or more different menu source nodes are connected to a
socket it gets marked as _undefined_. Any connection to an undefined
menu socket is invalid as a hint to users that there is a problem. A
warning/error is also shown on nodes with undefined menu sockets.

At runtime the value of a menu socket is the simple integer identifier.
This can also be a field in geometry nodes. The identifier is unique
within each enum definition, and it is persistent even when items are
added, removed, or changed. Changing the name of an item does not affect
the internal identifier, so users can rename enum items without breaking
existing input values. This also persists if, for example, a linked node
group is temporarily unavailable.

Pull Request: https://projects.blender.org/blender/blender/pulls/113445
2024-01-26 12:40:01 +01:00
Damien Picard
3bd41cf9bc I18n: Go over TIP_ and IFACE_ usages, change to RPT_ when relevant
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.

This commit uses the new macro to translate many strings all over the
UI.

Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
  because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
  manually, but they are handled by a new regex in the translation
  system.

Pull Request: https://projects.blender.org/blender/blender/pulls/116804

Pull Request: https://projects.blender.org/blender/blender/pulls/116804
2024-01-12 13:37:32 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Lukas Tönne
fdd702d2c9 Merge branch 'blender-v4.0-release' 2023-11-02 12:56:33 +01:00
Lukas Tönne
578d91b9db Fix #113919: Avoid crashes with unsupported new socket types
Blender 4.0 added new socket types that get written into legacy node
group interfaces by forward compatibility code. Such unsupported socket
types have to be handled by the socket declaration system and ignored
during execution.

Ported blender-v3.6-release fix #114056

Pull Request: https://projects.blender.org/blender/blender/pulls/114401
2023-11-02 12:55:37 +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
Lukas Tönne
367320a0f5 Merge branch 'blender-v4.0-release' 2023-10-19 11:48:54 +02:00