Commit Graph

2952 Commits

Author SHA1 Message Date
Lukas Tönne
367320a0f5 Merge branch 'blender-v4.0-release' 2023-10-19 11:48:54 +02:00
Lukas Tönne
dfc3f75e77 Fix #113860: Nullptr checks for node socket and panel name pointers
In 3.6 the names of node group sockets were using char arrays, but now
use allocated strings. The RNA system assigns nullptr to such strings
when assigning an empty string through python (UI assignment appears to
always generate a valid string). This creates issues with many STL
functions, in particular assigning nullptr to `std::string` will crash.

We have to check for valid pointers before using them in places that
don't handle nullptrs.

Pull Request: https://projects.blender.org/blender/blender/pulls/113924
2023-10-19 11:48:08 +02:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Iliya Katueshenock
bd6db0acea Cleanup: Nodes: unify data type conversion functions
Pull Request: https://projects.blender.org/blender/blender/pulls/113744
2023-10-16 19:09:07 +02:00
Omar Emara
9f1538b586 Cleanup: Move compositor headers to c++
Pull Request: https://projects.blender.org/blender/blender/pulls/113758
2023-10-16 10:45:54 +02:00
Hans Goudey
030932e8df Merge branch 'blender-v4.0-release' 2023-10-15 20:31:50 +02:00
Jacques Lucke
38813a7441 Nodes: unify static and dynamic declarations
This helps solving the problem encountered in #113553. The problem is that we
currently can't support link-drag-search for nodes which have a dynamic declaration.

With this patch, there is only a single `declare` function per node type, instead of
the separate `declare` and `declare_dynamic` functions. The new `declare` function
has access to the node and tree. However, both are allowed to be null. The final
node declaration has a flag for whether it depends on the node context or not.

Nodes that previously had a dynamic declaration should now create as much of
the declaration as possible that does not depend on the node. This allows code
like for link-drag-search to take those sockets into account even if the other
sockets are dynamic.

For node declarations that have dynamic types (e.g. Switch node), we can also
add extra information to the static node declaration, like the identifier of the socket
with the dynamic type. This is not part of this patch though.

I can think of two main alternatives to the approach implemented here:
* Define two separate functions for dynamic nodes. One that creates the "static
  declaration" without node context, and on that creates the actual declaration with
  node context.
* Have a single declare function that generates "build instructions" for the actual
  node declaration. So instead of building the final declaration directly, one can for
  example add a socket whose type depends on a specific rna path in the node.
  The actual node declaration is then automatically generated based on the build
  instructions. This becomes quite a bit more tricky with dynamic amounts of sockets
  and introduces another indirection between declarations and what sockets the node
  actually has.

I found the approach implemented in this patch to lead to the least amount of
boilerplate (doesn't require a seperate "build instructions" data structure) and code
duplication (socket properties are still only defined in one place). At the same time,
it offers more flexibility to how nodes can be dynamic.

Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
Hans Goudey
601fba20a6 Fix #113619: Incorrect nested group assets in compositor add menu
The menu structure currently needs to be duplicated in the code to avoid
adding assets to more than one menu. This was done for geometry nodes
in b49c84276c but was missed for the compositor and shader
nodes. Also remove an unnecessary separator.
2023-10-15 19:52:38 +02:00
Leon Schittek
d9225ac121 Merge branch 'blender-v4.0-release' 2023-10-14 10:07:09 +02:00
Leon Schittek
b93dbaba1d Fix: Node Editor: Improve info panel drawing
Fix papercuts with the info panel:
1. Make the panel extend behind hidden nodes
2. Don't let it become smaller than the node itself, when resizing

Pull Request: https://projects.blender.org/blender/blender/pulls/113411
2023-10-14 09:37:03 +02:00
Bastien Montagne
86fb43d57a Merge commit '2d703e9200985122b4b953be67b452f7679bf113'
Conflicts:
	source/blender/nodes/NOD_node_declaration.hh
2023-10-12 18:56:12 +02:00
Damien Picard
2d703e9200 I18n: add label declaration to node sockets so they can be shortened
In !112591, nodes got the ability to group sockets into panels. The
labels for these sockets are automatically shortened if they begin
with the same text as their parent labels. For instance, "Transmission
Weight" will be shortened to just "Weight" because it is under the
"Transmission" panel.

While this is a good heuristic for English, it breaks down in
languages which do not have the same word order.

This commit adds a `.short_label()` callback to socket declarations so
that a shortened label can be explicitly declared.

It also adds two regexps to the translation script so that these new
fields can be extracted to the .po translation files. One extracts the
label with a translation context, the other without. Only the one
without context is currently in use.

The current automatic shortening logic is kept and will be used only
if a shortened label is not manually provided.

Fixes #112970: Node socket labels under panels are not shortened when
translated.

Pull Request: https://projects.blender.org/blender/blender/pulls/113070
2023-10-12 17:51:37 +02:00
Hans Goudey
20d8f27ed2 Geometry Nodes: Add default input option for node groups
In order to recreate the behavior of some builtin nodes
which have implicit inputs for ID/Index or positions, provide
a hard-coded list of default/unconnected fields for sockets.

The point is to let assets recreate the behavior of builtin
nodes in a simple way that's easy to change in the future if
this becomes a more generalized feature. A hardcoded list
makes this predictable and simple in the meantime.

When the option is set to something besides "Default Value"
it overrides the "Hide Value" option. Otherwise the default
input would conflict with the visible default value button.

This makes it possible to add #109846 as an asset in the
essentials bundle. The design is meant to be easily
extendable for shader nodes, though that isn't included
in this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/113175
2023-10-12 14:04:44 +02:00
Falk David
3931a54e08 GPv3: Initial Geometry Nodes support
This implements the core changes for this design: https://devtalk.blender.org/t/grease-pencil-integration-into-geometry-nodes/31220

The changes include:
* Add `CustomData` for layer attributes
* Add attribute support for the `GreasePencilComponent` to read/write layer attributes. Also introduces a `Layer` domain.
* Implement a `GreasePencilLayerFieldContext` and make `GeometryFieldContext` work with grease pencil layers.
* Implement `Set Position` node for `Grease Pencil`.

Note: These changes are only accessible/visible with the `Grease Pencil 3.0` experimental flag enabled.
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/112535
2023-10-10 16:49:30 +02:00
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
Hans Goudey
8f27baf388 Merge branch 'blender-v4.0-release' 2023-10-09 23:54:43 +02:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Bastien Montagne
df0d7c9c3d WM Jobs: Refactor all worker status variables into a single shared struct.
Move the three current 'status variables' (stop, update and progress)
into a single 'WorkerStatus' struct. This is cleaner and will allow for
future workin this area without having to edit tens of 'startjob'
callbacks signatures all the time.

No functional change expected here.

Note: jobs' specific internal code has been modified as little as
possible, in many cases the job's own data still just store pointers to
these three values. Ideally in the future more refactor will be using a
single pointer to the shared `wmJobWorkerStatus` data instead.

Pull Request: https://projects.blender.org/blender/blender/pulls/113343
2023-10-09 12:12:22 +02:00
Miguel Pozo
c567f7ccae Merge branch 'blender-v4.0-release' 2023-10-06 15:36:37 +02:00
Iliya Katueshenock
1a30e0597b Fix #113095: deduplicate attributes in search
Pull Request: https://projects.blender.org/blender/blender/pulls/113097
2023-10-06 14:41:33 +02:00
Jesse Yurkovich
d47ceb53f8 Cleanup: Replace usage of old BLI_array macros with C++ types
This replaces the older dynamic c arrays with blender::Vector as
appropriate. Many files required minimal changes and the before/after
are quite similar.

There's 3 remaining usages of the old machinery but those will require
more involved changes and design.

See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110981
2023-10-06 03:02:17 +02:00
Bastien Montagne
acde11f159 Cleanup: wmJobs: Use defined startjob callback type everywhere.
For some reasons, `WM_jobs_stop` and `WM_jobs_kill` would use their own
'type' of function pointer - and not even a matching one!

Among (many) other reasons why this was bad, it required very stupid
casting from code using these functions - and made editing wmJob `startjob`
signature needlessly complicated.
2023-10-05 16:13:15 +02:00
Harley Acheson
af91b3dd72 Cleanup: Make format
Just formatting changes from Make Format
2023-10-04 12:12:31 -07:00
Jacques Lucke
d1a6b94ab8 Merge branch 'blender-v4.0-release' 2023-10-04 19:23:21 +02:00
Vasilis-Milios
6d1c5790d5 Fix #113194: show the single value for sockets of type field
Pull Request: https://projects.blender.org/blender/blender/pulls/113244
2023-10-04 19:21:07 +02:00
Damien Picard
b05db089af I18n: translate node panel titles
Nodes recently gained the ability to group inputs into collapsible
panels. These were untranslated, so this commit:
- Adds the appropriate regex to extract node panels defined with
  the `add_panel()` callback.
- Adds the `IFACE()` translation macro to the drawing code for the
  nodes, as well as the properties.

Pull Request: https://projects.blender.org/blender/blender/pulls/112968
2023-10-03 18:24:19 +02:00
Hans Goudey
54ca0c93f9 Fix: Set node interface item active when added with link-drag-search 2023-09-29 13:18:45 -04:00
Philipp Oeser
2d1cbac809 Fix #113052: Node panel state change not updating Node Editor
When collapsing/expanding panels from the Properties Editor, the Node
Editor was not updated immediately.

Now add notifier for this case.

Pull Request: https://projects.blender.org/blender/blender/pulls/113054
2023-09-29 13:17:52 +02:00
Lukas Tönne
9e79487c4f Fix #112588: Hide node panels when all sockets are hidden
The panel state gets a new flag to indicate if content is visible.
This gets updated in the visibility pass during node drawing.

Pull Request: https://projects.blender.org/blender/blender/pulls/113003
2023-09-28 11:24:48 +02:00
Brecht Van Lommel
488469e7c5 Fix excessive padding at bottom of nodes with panels
After refactoring in 2f1b8f59e3.
2023-09-27 19:05:41 +02:00
Iliya Katueshenock
462010c61a Fix #112439: Don't allow hiding sockets of Reroute node
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
2023-09-27 18:42:46 +02:00
Hans Goudey
9e495c5b06 Geometry Nodes: Store tool group in a separate editor property
This enables switching back and forth between the modifier and tool
contexts of the geometry node editor without losing the assigned tool
node group.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/112926
2023-09-27 15:47:22 +02:00
Lukas Tönne
2f1b8f59e3 Cleanup: Nodes: Simplify drawing function
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
2023-09-27 11:48:40 +02:00
Jacques Lucke
c8cc169d6f Geometry Nodes: add Inspection Index to Repeat Zone
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
2023-09-27 11:09:39 +02:00
Hans Goudey
b49c84276c Geometry Nodes: Fix Support for extending nested menus with assets
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.
2023-09-26 17:01:50 -04:00
Jacques Lucke
ad169ba67a Geometry Nodes: support baking individual simulations
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
2023-09-26 20:30:46 +02:00
Jacques Lucke
a8c0857dcf Fix: assert due to missing topology cache 2023-09-26 12:12:10 +02:00
Campbell Barton
943096b3bb Cleanup: add missing include, use nullptr literal 2023-09-26 19:50:48 +10:00
Hans Goudey
0cb01332f1 Cleanup: Consistency between asset-extended menu UI templates
Define the UI template in the namespace of its own module, and
consistently use references and const in those UI template functions.
2023-09-25 21:58:30 -04:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Hans Goudey
6875925efa Geometry Nodes: Add option to force inputs to be single values
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
2023-09-25 13:39:44 +02:00
Jacques Lucke
8362563949 UI: show recently selected items at the top of searches
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
2023-09-25 10:56:12 +02:00
Jacques Lucke
7015d83368 Cleanup: Geometry Nodes: move functions to a more reusable place 2023-09-24 21:07:56 +02:00
Hans Goudey
c1954f9846 UI: Use "unassigned" icon for assets in modifier and node add menus
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).
2023-09-23 20:32:52 -04:00
Hans Goudey
0e1aca735a UI: Rename "No Catalog" node assets menus to "Unassigned"
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.
2023-09-22 14:28:35 -04:00
Hans Goudey
0fbb958417 Geometry Nodes: Disable viewer node shortcut in tool context
The viewer node doesn't work for tools, this helps clarify that.
2023-09-22 11:59:01 -04:00
Hans Goudey
5c9b628596 Fix: Extra period in menu descriptions 2023-09-22 11:20:15 -04:00
Lukas Tönne
354915cf3c Nodes: revert the inline (pass-through) socket feature
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
2023-09-22 16:56:59 +02:00
Campbell Barton
5fbcb4c27e Cleanup: remove spaces from commented arguments
Also use local enums for `MA_BM_*` in versioning code.
2023-09-22 12:21:18 +10:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00