For historical reasons, the `multi_input_socket_index` was actually reversed
(large index comes first). This patch renames it to `multi_input_sort_id` and
adds a comment. This new name makes it less confusing that the id is reversed.
Pull Request: https://projects.blender.org/blender/blender/pulls/119652
Consider offset caused by transform and translate nodes in backdrop.
Affected nodes are:
- Corner Pin
- Sun Beams.
The behavior is now slightly different for rotated images (using a transform or rotate node) compared to Tiled compositor: the gizmos might move when image is rotated. The reason is the Full Frame compositor changes the image dimensions after rotation
Pull Request: https://projects.blender.org/blender/blender/pulls/119025
Over the last couple years (!) UI buttons have moved to derived classes,
meaning we don't need to use the same "a1" and "a2" variables to store
different information. At this point, that information is set specifically
by internal UI code, or functions like `UI_but_*_set`.
These values are only set to their default 0 values now (or -1 in some
non-meaningful cases). This commit removes the values from buttons
and removes the remaining a1 and a2 arguments from the UI API.
Without the extra precision, `fmt::format` rounds the resulting float to one with
fewer significant digits. This is generally nice, but not desired in this specific
case for consistency with the value stored in the socket.
Pull Request: https://projects.blender.org/blender/blender/pulls/118797
Basic motivation is that `AssetCatalogService::get_catalog_tree()`
should return a const tree, since this tree is internal state and
shouldn't be modified from outside. This exposed a whole bunch of const
incorrectnesses and just generally allows to make much more of the API
const (as it should be).
Also use references instead of pointers in testing functions, where null
is not an expected value.
PR #118382 exposed an issue where creating a catalog with non-existing
parents would trigger an endless recursion. When creating the missing
parents, the tree would be rebuilt, which would again try to create the
missing parents, for which the tree would be rebuild, etc. It just
happend to work fine for creating single catalogs with existing parents.
Rather than rebuilding the tree immediately, tag the asset library as
having "dirty" catalog data, and let code requiring the up-to-date
catalog tree (node tool menus) ensure the tree is updated if needed.
The asset library loading API should be made clearer and generally
better defined/designed, currently it's all a bit messy & confusing.
Pull Request: https://projects.blender.org/blender/blender/pulls/118463
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.
Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118338
This changes the drawing of the zone nodes to align corresponding input
and output sockets. The resulting nodes are smaller and it's easier to see
how data is passed through them.
Drawing aligned sockets is already technically supported for quite a while
already, but we haven't used it so far. Using them for zone nodes seems to
provide benefits only. How we use aligned sockets in other nodes still has
to be discussed more.
This patch only changes run-time data. It doesn't affect what is written to
.blend files.
In the node declaration, aligned sockets are created by tagging a socket
so that it is aligned with the previous socket. This is a bit different from
what we had before where a single socket declaration would be used for
an input and output socket. I think the approach used here works better,
especially in a potential future scenario where the input and output socket
has a different type.
Pull Request: https://projects.blender.org/blender/blender/pulls/118335
The tiled compositor code is mainly still around, which is only
expected to be a short-lived period. Eventually it will also be
removed.
The OpenCL, Group Buffers, and Chunk size options are already removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/118010
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
The ID remapper code was already largely defined in a CPP struct
(IDRemapper). Make this an actual class, and remove the C API wrapper
around.
This makes the code cleaner, easier to follow, and easier to extend or
modify in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/118146
Visually it is the same as the execution time implemented for the
geometry nodes, and it is to be enabled in the overlay popover.
The implementation is separate from the geometry nodes, as it is
not easy or practical to re-use the geometry nodes implementation.
The execution time is stored in a run-time hash, indexed by a node
instance key. This is similar to the storage of the mode preview
images, but is stored on the scene runtime data and not on the node
tree. Indexing the storage by key allows to easily copy execution
statistics from localized tree to its original version.
The time is only implemented for full-frame compositor, as for the
tiled compositor it could be tricky to calculate reliable time for
pixel processing nodes which process one pixel at a time.
Pull Request: https://projects.blender.org/blender/blender/pulls/117885
In 4.1 we deprecate the `Rotate Euler` node in favor of the `Rotate Rotation`
node which uses the new rotation socket type. The node is not removed
(for now) because that would come with compatibility issues. More generally,
we'll likely run into the situation where nodes are deprecated more often in the
future, without actually removing them to keep compatibility. This patch improves
how such nodes are handled in the UI.
The patch does three things:
* Adds a new `Utilities > Deprecated` entry in the add node menu in geometry nodes.
* Moves search items which are deprecated to the bottom in the search results
(currently, this only works in English, can be fixed in bcon3).
* Adds a new `bNodeType->deprecation_notice` that will result in a deprecation
warning when the node is used.
Pull Request: https://projects.blender.org/blender/blender/pulls/117905
- "can not" -> "cannot" in many places (ambiguous, also see
Writing Style guide).
- "Bezier" -> "Bézier": proper spelling of the eponym.
- Tool keymaps: make "Uv" all caps.
- "FFMPEG" -> "FFmpeg" (official spelling)
- Use MULTIPLICATION SIGN U+00D7 instead of MULTIPLICATION X U+2715.
- "LClick" -> "LMB", "RClick" -> "RMB": this convention is used
everywhere else.
- "Save rendered the image..." -> "Save the rendered image...": typo.
- "Preserve Current retiming": title case for property.
- Bend status message: punctuation.
- "... class used to define the panel" -> "header": copy-paste error.
- "... class used to define the menu" -> "asset": copy-paste error.
- "Lights user to display objects..." -> "Lights used...": typo.
- "-setaudio require one argument" -> "requires": typo.
Some issues reported by Joan Pujolar and Tamar Mebonia.
Pull Request: https://projects.blender.org/blender/blender/pulls/117856
- Use unique_ptr instead of raw pointers
- Use Vector instead of a linked list
- Use a destructor instead of a free function
- Remove the space type template-- it's much clearer to copy functional code
Pull Request: https://projects.blender.org/blender/blender/pulls/117766
This significantly simplifies memory management, mostly by avoiding
the need to free the memory manually. It may also improve performance,
since std::string has an inline buffer that can prevent heap
allocations and it stores the size.
Pull Request: https://projects.blender.org/blender/blender/pulls/117695
For icons that represent collapsible and collapsed content we use a
variety of icons: chevrons and closed triangles of varying
proportions. This PR makes everything use a chevron for consistency.
Pull Request: https://projects.blender.org/blender/blender/pulls/116240