Previously, the tooltip of the output socket was shown when hovering
over the socket value in a node. This was misleading because the hovered
value is actually the input.
The output tooltip is still accessible by hoving the output socket shape.
The goal here is to simplify working with the common pattern where a Menu Switch
node is followed by an Index Switch node. This is achieved by detecting this
pattern and drawing the item names from the menu switch node in the index switch
node.
This slightly refactors the custom socket drawing callback to make it easier for
it indirectly call the default drawing function.
Pull Request: https://projects.blender.org/blender/blender/pulls/145710
Nodes have many indicators in their header: whether they have a
preview, warnings, whether they are a node group, plus potentially
more such as if the library is linked/overriden or packed data.
Of all indicators, whether the node is a node group or not is often not
so relevant (especially when many nodes will be just node group assets)
so having an icon takes away precious real estate for other indicators.
Draw the node shape slightly different. A subtle "stack" of nodes
behind Node Groups indicate this is more than just one node.
The stack is only drawn at a certain zoom.
It is now possible to double-click a node group to enter.
It also makes some more room for the node label, since the node group
icon in the header is no longer needed.
Plus a few visual tweaks and fixes for broken/non-valid nodes.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/145674
Call translation function in: Menu socket tooltip and node description tooltip.
- Menu Socket Tooltip
- Node description tooltip
- If node description is empty, not add space before idname.
Pull Request: https://projects.blender.org/blender/blender/pulls/146126
This adds a function that can turn an existing `bNodeTree` into an inlined one.
The new node tree has all node groups, repeat zones, closures and bundles
inlined. So it's just a flat tree that ideally can be consumed easily by render
engines. As part of the process, it also does constant folding.
The goal is to support more advanced features from geometry nodes (repeat zones,
etc.) in shader nodes which the evaluator is more limited because it has to be
able to run on the GPU. Creating an inlined `bNodeTree` is likely the most
direct way to get but may also be limiting in the future. Since this is a fairly
local change, it's likely still worth it to support these features in all render
engines without having to make their evaluators significantly more complex.
Some limitations apply here that do not apply in Geometry Nodes. For example,
the iterations count in a repeat zone has to be a constant after constant
folding.
There is also a `Test Inlining Shader Nodes` operator that creates the inlined
tree and creates a group node for it. This is just for testing purposes.
#145811 will make this functionality available to the Python API as well so that
external renderers can use it too.
Functions for convert between the color types and ostream support are
now outside the classes.
Many files were changed to fix cases where direct includes for headers
were missing.
Pull Request: https://projects.blender.org/blender/blender/pulls/145756
There are many accumulated unused properties in theme. Generally, it's a mess,
lot of copy-paste errors and leftovers between editors, shared functions with no
actual use, etc. Some were just added and never used, like Pattern and Layout nodes,
which were meant to be used with Texture Nodes I believe, but it never happened.
Overall 19 properties removed:
- 3D Viewport: Edge UV Face Select
- 3D Viewport: Last Selected Point
- Dope Sheet/Timeline: Value Sliders
- Dope Sheet/Timeline: View Sliders
- Nonlinear Animation: View Sliders
- Video Sequencer: Window Sliders
- Graph Editor/Drivers: Window Sliders
- Graph Editor/Drivers: Vertex Bevel
- Graph Editor/Drivers: Vertex Group Unreferenced
- Image/UV Editor: Vertex Bevel
- Image/UV Editor: Vertex Group Unreferenced
- Image/UV Editor: Freestyle Face Mask
- Image/UV Editor: Face Retopology
- Image/UV Editor: Face Orientation Front
- Image/UV Editor: Face Orientation Back
- Node Editors: Selected Text
- Node Editors: Pattern Node
- Node Editors: Layout Node
- Video Sequencer: Draw Action
---
Details:
- Made Vertex Bevel and Vertex Group Unreferenced colors in `rna_def_userdef_theme_spaces_vertex`
optional, so that they don't appear in Graph Editor and UV Editor theme properties, where they're unused.
- Same thing in `rna_def_userdef_theme_spaces_face` for face attributes (Freestyle Mark, Retopology),
so that they don't appear in UV Editor, where they're unused. Also did same for face orientation colors,
but used different argument for them, since they could be used in future (remember seeing PR for this).
Pull Request: https://projects.blender.org/blender/blender/pulls/143782
This PR changes the collapsed node socket shape to remove the "pill"
shape, so that the input and output sockets are stacked vertically
instead of around semi-circles.
The main motivation is to improve the look with single value sockets,
where the combination of their vertical shape and the rounded pill shape
of the node looked quite bad.
Regardless of that though, I'd argue this makes the smaller collapsed
nodes look much nicer: more consistent with other nodes and even a bit
smaller. For larger collapsed nodes, at least it gets rid of the
"gigantic circle" shape.
There is still some overlap with stacked single-value sockets. That's
a compromise to keep the node small (half the distance between sockets
as regular nodes), but it could be tweaked.
Pull Request: https://projects.blender.org/blender/blender/pulls/144028
This patch improves warnings displayed when the user attempts to use
passes in render engines other than EEVEE with the viewport compositor.
Previously, an error icon was always displayed if the viewport
compositor was in use as well as a viewport overlay text. This error
existed even when the render engine was set to EEVEE and even if the
passes are not actually used, which was always confusing for users.
This patch improves this by only displaying the error when a pass is
actually used and when a non-EEVEE render engine is used.
This is implemented internally as an extra info callback for the node.
And the compositor_unsupported_message member hack was removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/144005
The goal here is it to make it more obvious how error messages for
shader nodes should be added. Nowever there is a more explicit
block for compositer and geometry nodes.
This removes the "Geometry" part from their name because we want to use them in
other node tree types too (see #141936).
Usually, we don't change idnames because they are the primary identifier of
nodes and is expected to stay the same. Since they are generally not shown to
users (just Python developers), it's also not urgent to change them. However, in
this specific case we have the opportunity to update the idname before the node
becomes an official feature, so it's not as bad to change it.
This patch has full backward compatibility, but no forward compatibility (for
files that used the experimental feature).
Pull Request: https://projects.blender.org/blender/blender/pulls/143823
This moves most of the code to deal with syncable nodes (such as
Combine/Separate Bundle) to the nodes module. Over time it might be possible to
decentralize it more.
This also changes the caching mechanism from storing a flag on the node to
storing a map on the node editor runtime data. This simplifies the code quite
significantly and also removes the need to store any of this data in DNA.
The node tree update code now always clears this cache because before it was
missing many cases, e.g. when creating links that would connect a Combine to a
Separate Bundle node.
Pull Request: https://projects.blender.org/blender/blender/pulls/143661
Use `BLI_strncpy_utf8` & `BLI_snprintf_utf8` for fixed size buffers in
DNA and screen data structures such as panels, menus & operators.
This could be considered a fix as copying a UTF8 string into a smaller
buffer without proper truncation can create an invalid UTF8 sequence.
However identifying which of these users are likely to run into would
be time consuming and not especially useful.
The issue was that the tooltip function arguments were sometimes allocated but
not freed. The solution is to handle the lifetime of the argument better. The
code now makes a copy of the argument when it's passed to a layout function. In
an idea world, one could just use something like `std::function` instead of
manual memory management, but the API does not support it yet.
This was caused by f3a1d8fad5.
Pull Request: https://projects.blender.org/blender/blender/pulls/143043
Several changes to make node socket symbols more consistent across
the UI:
* Explicitly use the node editor's theme when looking up the outline
color for node sockets so they are consistent across editors.
* Use the proper socket drawing function in `widget_nodesocket`,
rather than relying on the "widget base" shader to draw a colored
circle
* `uiTemplateNodesocket` now also works in non-embossed layouts.
Pull Request: https://projects.blender.org/blender/blender/pulls/136612
This converts `eButType` and `eButPointerType` as typed enums.
This improves a bit `uiDefBut` self-documentation by taking an
struct with `ButType` and `ButPointerType` types, instead of
using a single `int` to write both enum types and bit index.
Almost all other `uiDefBut*` functions take just a `ButType`
parameter now.
`uiDefButI` for example is equivalent to:
`uiDefBut({ButType(type), ButPointerType::Int},...);`
Pull Request: https://projects.blender.org/blender/blender/pulls/142132
Currently, it's hard to figure out the idname of a node when just looking at it
in the node editor. while most users don't need this information, it's very
useful for Python developers.
This patch adds the node idname to the tooltip that shows up when hovering over
the node header. It only shows if "Python Tooltips" is enabled in the
preferences.
This also fixes a bug where the dynamic node description wouldn't show when the
node is collapsed.
Pull Request: https://projects.blender.org/blender/blender/pulls/142178
The main goal of the patch is to make the socket tooltips more useful. This is
achieved in two ways:
* Use better text formatting in the tooltip to make it easier to parse and to
better separate the current actual value from more general information about
the socket.
* Add some more information like implicit field inputs when the node is not used
currently or more details about a color.
This patch basically rewrites the entire tooltip generation, because it's quite
different from before (where we just created a single string for the entire
tooltip).
I'm using monospace for the actual current socket value and type, while the
normal font is used for general information about the socket like it's name,
description, allowed geometry types etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/140540
The node warnings were only referenced by the tooltip function. Since they are
recreated on every evaluation, this resulted in a use-after-free. The fix is to
just copy the node warnings into the callback.
Of course this extra copy does have some performance implications, but I don't
think those are significant currently.
Pull Request: https://projects.blender.org/blender/blender/pulls/141875
This renames UI_block_layout API as blender::ui::block_layout_resolve,
following uiLayout refactors.
This simplifies usage by returning block layout size as C++ int2 instead
of using return parameters, in fact some places were providing
unused variables.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/141432
Node socket tooltips can include substrings from many different
sources. This commit adds two that were previously untranslated:
- hardcoded strings that simply need to be manually translated using
`TIP_()`,
- the socket name, which should use its context. This simply copies
the translation code from the socket name label.
Reported by Gabriel Gazzán in #43295.
This renames `UI_block_layout` API as `blender::ui::block_layout`,
following uiLayout refactors.
This function now returns a layout reference instead of pointer,
this changes applies this return type where the layout can be used
as such reference.
Changes includes the use of `blender::ui::LayoutDirection` and
`blender::ui::LayoutType` as typed enum parameters.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/141401
This removes the include `UI_interface_layout.hh` from
`UI_interface_c.hh`, and in many places this swaps the include
from `UI_interface.hh` to `UI_interface_layout.hh`.
Also, cleanups some `UI_interface.hh` includes with
`UI_interface_icons.hh` or `UI_interface_types.hh`
This replaces uiLayout aligment API with uiLayout methods,
following uiLayout refactors and the Python API naming.
Also this converts the layout aligment enum to a fixed enum class.
Pull Request: https://projects.blender.org/blender/blender/pulls/140622
Make node headers (or body when collapsed) use the exact theme color
set for that node type, instead of a hardcoded blend between it and the
node backdrop.
This can result in unreadable combinations, but allows more
flexibility and it is consistent with the rest of Blender.
Both dark and light theme defaults have been updated.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/140481
This is part of the short term roadmap goal of simplifying the
compositor workflow
(see https://projects.blender.org/blender/blender/issues/134214).
The problem is that many users don't know how to get started with
compositing in Blender, even when they have used Blender for other
areas, e.g. modeling.
Note: although the solution makes compositor node trees reusable
accross blend files, this is a nice side effect and not the main goal
of the PR.
This PR implements a "New" button that creates a new compositing node
tree, and manages trees as IDs. This has following advantages:
- Consistent with other node editors and other parts of Blender,
therefore making it easier to getting started with compositing if users
are familiar with shading or geometry nodes
- Give users the ability to reuse the compositing node tree by linking
or appending it.
Note: The parameter "Use Nodes" is still present in this PR, but will
be removed (in a backward compatible way) in a follow up PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/135223
This prevents the use of unaligned data types in
vertex formats. These formats are not supported on many
platform.
This simplify the `GPUVertexFormat` class a lot as
we do not need packing shenanigans anymore and just
compute the vertex stride.
The old enums are kept for progressive porting of the
backends and user code.
This will break compatibility with python addons.
TODO:
- [x] Deprecation warning for PyGPU (4.5)
- [x] Deprecate matrix attributes
- [x] Error handling for PyGPU (5.0)
- [x] Backends
- [x] Metal
- [x] OpenGL
- [x] Vulkan
Pull Request: https://projects.blender.org/blender/blender/pulls/138846