Reroute node consists only of a socket, it has no body.
Don't allow hiding sockets of reroutes anymore, since it could make the
node invisible or prevent links from being connected to it.
The versioning ensures that the sockets on reroute nodes are not hidden.
Pull Request: https://projects.blender.org/blender/blender/pulls/112965
The node drawing function currently uses a stack-based traversal of
interface items. This is hard to read and for this purpose a recursive
function is easier to understand.
Pull Request: https://projects.blender.org/blender/blender/pulls/112860
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.
In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.
Pull Request: https://projects.blender.org/blender/blender/pulls/112818
The builtin asset catalog paths weren't properly updated after more
nesting was added to the geometry nodes add menu. This commit
resolves that and a few other issues extending menus like nested
menus in mesh edit mode. Unfortunately this requires some boilerplate
code duplicating the menu structure currently.
Previously, it was only possible to bake all simulations at once. This is great
for simple use-cases that, but in more complex setups one can have independent
simulations that should also be baked independently. This patch allows baking
individual simulation zones.
Furthermore, each simulation zone can now also have its own bake path and
simulation frame range. By default the simulation frame range is the scene frame
range, but it can also be customized on the scene or simulation zone level. The
bake path is generated based on the modifier bake path by default, but can be
set to another absolute or relative (to the .blend file) path.
The timeline drawing has been modified as well to be able to show more information
in the case when some simulations are baked and others are not. Instead of showing
a line for every simulation, it shows a condensed view of the important information
using at most two lines:
Is something baked? Is something valid or invalid? Also see #112232.
Pull Request: https://projects.blender.org/blender/blender/pulls/112723
Add a checkbox to node group inputs to force inputs to be single values
and not accept varying fields. While this could also be done more
automatically, and it could be argued that requiring the flexibility is
helpful for users who want to use attributes, there are cases where the
field inferencing doesn't work, or the "use attribute" option is just
unhelpful. People use workarounds with primitive nodes to get the same
behavior anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/112745
The goal is to make the search faster to use by dynamically adapting to the user.
This can be achieved using the simple but common approach of showing recently
selected items at the top. Note, that the "matching score" between the query and
each search item still has precedence when determining the order. So the last used
item is only at the top, if there is no other search item that matches the query better.
Besides making the search generally faster to use, my hope is that this can also
reduce the need for manually weighting search items in some places. This is
because while the ordering might not be perfect the first time, it will always be
once the user selected the element that should be at the top once.
This patch includes:
* Support for taking recent searches into account in string searching.
* Keep track of a global list of recent searches.
* Store recent searches on disk similar to recently opened files.
* A new setting in the user preferences that allows disabling the functionality.
This can be used if deterministic key strokes are required, e.g. for automated tests.
In the future this could be improved in different ways:
* Add some kind of separator in the search list to indicate which elements are at
the top because they have been used recently.
* Store the recent search items per search, instead of in a global list. This way
it could adapt to the user even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/110828
Use the same icon as in the asset browser "unassigned" item for
unassigned node group assets exposed in the modifier or node
add menus, helping to make the connection to the asset browser.
The downside is potentially drawing unnecessary attention to these
categories, but ideally they won't exist for most users anyway (since
the assets should be in proper catalogs).
After discussion with module members, it was agreed that "Unassigned"
was better because the word is already used in the asset browser, and
because it sounds more natural.
Inlined sockets in the same vertical space are no longer supported.
This removes `input_output` socket declarations, the inlining feature in
node drawing, and the `Both` option for node group interface sockets.
Versioning code splits existing node group sockets into individual
sockets again. Unfortunately some links may get lost in versioning files
using the feature, because of an unnoticed bug: Socket identifiers have
to be unique in the node group items list but inlined input/output
sockets have the same identifier. This still works for most situations
because uniqueness is only required within input/output lists. Creating
proper unique identifiers will discard any link from the previous output
socket. This cannot easily be fixed without `after_linking` versioning
code, which should be avoided.
Pull Request: https://projects.blender.org/blender/blender/pulls/112560
With a callback to node panels similar to the one for nodes. Used in the
Principled BSDF to place enums in the relevant panels.
Longer term we want to make enums into sockets, but even then there are
still potentially some types of buttons we want to have in panels.
Pull Request: https://projects.blender.org/blender/blender/pulls/112591
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
Shortening names based on context is something we do in the user
interface throughout Blender. This is a simple automatic mechanism to do
it for node panels as well, which significantly improves the Principled
BSDF layout.
We want the properties and sockets to be identifiable outside of the
panel contextcontent, for example in the animation editor, API docs, or
when exposing a single socket as a group input. So making the actual
name shorter is not an option.
Pull Request: https://projects.blender.org/blender/blender/pulls/112591
This seems to be an issue deep inside UI drawing code. The nodes render
the panel button in the correct place,
but it doesn't correctly update the button state after a redraw, unless
the mouse is moved. The button is still in a `BUTTON_STATE_HIGHLIGHT`
state after drawing, and a mouse press will trigger it regardless of
where the mouse cursor actually is.
A common hack to force a reset of the button state is to add a fake
mouse move event using `WM_event_add_mousemove`.
Pull Request: https://projects.blender.org/blender/blender/pulls/112503
Use magenta fallback color for sockets without a `draw_color_simple`
callback. This is not ideal, but without a context or node instance
the older `draw_color` callback can't be used.
Pull Request: https://projects.blender.org/blender/blender/pulls/112658
The goal is to reduce redundancy by abstracting over the different types of node
tree zones. This makes it easier to add new zone types and makes the intend of
code more clear. For example, now it is more obvious what code deals with zones
in general and what does simulation specific things.
Pull Request: https://projects.blender.org/blender/blender/pulls/112531
In #112326 the socket visibility functions were updated to take the
open/closed state of panels into account for visibility of the socket
icon. However, in "hidden" (collapsed) nodes the panels should be
ignored entirely, drawing all sockets on the root level. This requires
looking at the node flags to determine socket icon visibility, so a
simple method of `bNodeSocket` is not sufficient.
This patch moves the more complex visibility queries for sockets into
`bNode`, where both node and socket flags can be accessed. These should
be used for actual visibility rather than the plain flag accessors on
`bNodeSocket`.
Renamed `is_visible_or_panel_closed` back to just `is_visible`, the
other `is_visible` variant is now integrated in `bNode::is_socket_drawn`.
Pull Request: https://projects.blender.org/blender/blender/pulls/112520
#112019 included open/closed state of the parent panel in socket
visibility calculation. This prevents dragging links, but also disables
other features that should still work, such as drawing links.
A narrower condition is needed for icon visibility vs. general socket
visibility. The cases which use the new `is_icon_visible` condition:
- Drawing socket selection outlines (same as unselected sockets)
- Drawing multi-input sockets (same as unselected sockets)
- `node_find_indicated_socket`, used by a wide range of mouse click
operators, including the link-drag operator that was cause for
#112019.
Cases using the original `is_visible` (true even if parent panel is
collapsed):
- `nodeLinkIsHidden` draws links only when at least one socket is
visible.
- `node_update_basis`, sockets still added to layout even if icon isn't
rendered.
- `node_update_hidden`, panels are ignored for "hidden" nodes, all
sockets are rendered.
- `NODE_OT_link_make` operator for finding "best" sockets to connect.
- `node_link_viewer` finding sockets to connect to a viewer node.
- `get_main_socket` used for insert-on-links (find sockets to splice
into) and some shader previews
- `node_gather_link_searches`, suggestions for adding a new node at the
end of a link.
Pull Request: https://projects.blender.org/blender/blender/pulls/112326
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
---



Pull Request: https://projects.blender.org/blender/blender/pulls/112355
Declarations can use the `add_input_output` method to create a combined input/output socket. The drawing code supports moving sockets up one vertical slot to align them with the predecessor.
Closes#112235
Pull Request: https://projects.blender.org/blender/blender/pulls/112250
Calling an API function after the node panels patch does not internally
tag the node tree with `NTREE_CHANGED_INTERFACE` any more, because the
node tree is not directly accessible from `bNodeTreeInterface`. Before
node panels the API functions for interfaces could tag the tree directly
for later update consideration, which now requires explicit tagging
calls.
The fix is to add a flag and mutex directly to `bNodeTreeInterface`, so
API methods can tag after updates. This mostly copies runtime data
concepts from `bNodeTree`. The `ensure_interface_cache` method is
equivalent to `ensure_topology_cache` and should be called before
accessing `interface_inputs` and similar cache data.
Pull Request: https://projects.blender.org/blender/blender/pulls/111741
These group nodes currently don't have a socket declaration for every socket.
Instead we just don't touch the sockets at all so that things have not changed
when the node group is found again.
Making a group from a single node that has some connections will add the
connected outputs and inputs first, then add all unconnected outputs and
inputs. This can lead to incorrect socket order (out-in-out-in).
This patch integrates unconnected sockets into the main outputs/inputs
loops to ensure all outputs are added before inputs.
Pull Request: https://projects.blender.org/blender/blender/pulls/112281
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
Node buttons/options are conventionally drawn between outputs and
inputs. With custom node layouts this is not so clear any more since
inputs and outputs can be mixed.
This patch simply draws buttons right before the first input, or at the
bottom if a node does not have input sockets. This ensures a layout
compatible with standard node drawing and does not require extra work.
Eventually an explicit declaration method could place buttons explicitly
but for now this yields a useful default behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/112228
This is a special case in the node group operator which exposes all the
sockets when only one node is selected. This was still creating sockets
in inputs..outputs order, unlike the general case with multiple nodes.
Followup fix for #112073
Pull Request: https://projects.blender.org/blender/blender/pulls/112226
Use the same method for passing assets to an operator as the newer node
group operator menus. This supports quick favorites and shortcuts for
specific assets.
Also fix a crash when a dynamic submenu is added to quick favorites.
That still doesn't work though-- the menu ends up being empty.
Node Group icon have a ID-counter widget and can not be drawn
sequentially with other icons without extra offset. To fix icon
overlapping and add more consistency, icon, specific for such node,
should be first in its header.
Pull Request: https://projects.blender.org/blender/blender/pulls/112142