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
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
Part 3/3 of #109135, #110272
Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.
The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces
All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.
Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.
The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.
A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.
This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).
Pull Request: https://projects.blender.org/blender/blender/pulls/111348
Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.
Pull Request: https://projects.blender.org/blender/blender/pulls/111589
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
AOV/group/material output nodes can now be previewed the same way the
other nodes are.
This patch also improves the socket detection of the preview by using
`get_main_socket` which takes care of the priorities of the sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/110945
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
Word ordering for wmTimer API wasn't consistent.
- Use "WM_event_timer_" / "WM_event_timers_" prefix.
- Rename "wm_window_timer" to "wm_window_timers_process"
because it wasn't clear what the function did from its name.
- Rename "wm_window_process_events" to "wm_window_events_process"
for consistency with "wm_window_timers_process".
Add a quaternion rotation socket type, and using the recently added
rotation attribute type, support the type in most of the multi-type
geometry nodes, and modifier attribute inputs and outputs.
The socket is still exposed with an XYZ Euler default value.
In the future we can add modes to this rotation value similar
to object rotations.
Rotation values have no implicit conversions to other types.
Nodes to convert to and from rotation values will be added
in a follow-up commit.
For now, the new socket type is hidden behind and experimental
option, because we haven't chosen the final color for it yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/108903
Double underscores didn't communicate that this was deprecated,
and are typically for internal or platform defined identifiers and
shouldn't be used for public API's.
Fix a mistake in commit 2ce5fc4a3e that caused a crash when detaching
node links from input sockets.
When a link is detached from an input socket, `nodeRemLink` nulls the
`link` pointer of the socket.
So before the next update inputs are linked but don't have a valid `link`
pointer causing the crash, when trying to access the link in
`std_node_socket_draw`.
The introduced check avoids the crash and is more correct since it
doesn't just check one link for multi-input sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/108623
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
See: https://projects.blender.org/blender/blender/issues/103343
Changes:
1. Added `BKE_node.hh` file. New file includes old one.
2. Functions moved to new file. Redundant `(void)`, `struct` are removed.
3. All cpp includes replaced from `.h` on `.hh`.
4. Everything in `BKE_node.hh` is on `blender::bke` namespace.
5. All implementation functions moved in namespace.
6. Function names (`BKE_node_*`) changed to `blender::bke::node_*`.
7. `eNodeSizePreset` now is a class, with renamed items.
Pull Request: https://projects.blender.org/blender/blender/pulls/107790
The cycling method for the viewer connection starts searching from the next socket
after the last current connection. If a geometry socket is is the last connected
output this caused the method to jump to the next socket after the geometry,
potentially skipping over valid data sockets that are not viewed yet.
The solution is to ignore the geometry sockets in the cycling entirely and only
consider data sockets (i.e. non-geometry sockets).
Pull Request: https://projects.blender.org/blender/blender/pulls/106318
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
The `NODE_OT_link_viewer` operator has some complicated logic that was
intended to stop cycling through geometry nodes to make it work better
with nodes that have multiple geometry and data outputs (group nodes).
This logic failed when geometry was not the first socket and it would
just stop connecting data sockets altogether after the geometry socket.
The reason is that the `determine_socket_to_view` function stops looking
for already-viewed outputs after the first geometry, and then simply
reconnects that geometry.
This patch changes the behavior slightly so that, if a geometry output
is found, the node skips over all subsequent geometry outputs, but still
considers data sockets for viewing. Viewing a node with multiple geometry
outputs will connect the first geometry output it encounters and then
keep cycling through data outputs on repeated execution.
Pull Request: #105836
The crash is fixed by reverting 87fd798ae3 and
some follow up commits. While it would generally be nice to move to a more
SoA format for these things, we are not there yet and this is causing more
trouble than it's worth currently. The main difficulty is that the socket
indices are changed by many different operations which invalidates the array
too often and led to many follow up bugs.
Pull Request: https://projects.blender.org/blender/blender/pulls/105877
Fix a regression that allowed to create several links between an
output socket and a multi input socket either by inserting
links or using the link swap feature.
This regression was caused by the link swapping feature
introduced in commit 89aae4ac82.
Pull Request: https://projects.blender.org/blender/blender/pulls/105631
Unify both functions in one, with a more telling name,
to be sure of the order of the arguments. Some functional
cleanup of the using code to make it more explicit.
Pull Request #105413
Nodes are sorted based on the selection. In some cases (even depending
on processor speed, nodes can be selected and reordered, and another
operation can run before the next redraw). That gives a window where
operators mapped to the same input as selection can run with invalid
socket locations (which aren't updated after the nodes are reordered,
since they are stored in a separate array).
To fix this, move the socket locations from the node editor runtime
data to the node tree, tag them as invalid when the nodes are
reordered, and check for that status in a few more places.
A better longer term solution is not reordering nodes based on
UI status and instead storing the UI drawing order separately.
Pull Request #104420
Sockets after the geometry socket were ignored when cycling through
the node's output sockets. If there are multiple geometry sockets, the
behavior could still be refined probably, but this should at least make
basic non-geometry socket cycling work.
This will add a proper modal keymap for the node link drag operator.
It allows the user to customize the keys used to start drag and so on.
Also it gets rid of the custom status bar message.
Differential Revision: https://developer.blender.org/D17190
Allow to explicitly swap node links by pressing the alt-key while
reconnecting node links. This replaces the old auto-swapping based on
matching prefixes in socket names.
The new behavior works as follows:
* By default plugging links into already occupied (single input)
sockets will connect the dragged link and remove the existing one.
* Pressing the alt-key while dragging an existing node link from one
socket to another socket that is already connected will swap the
links' destinations.
* Pressing the alt-key while dragging a new node link into an already
linked socket will try to reconnect the existing links into another
socket of the same type and remove the links, if no matching socket
is found on the node. This is similar to the old auto-swapping.
Swapping links from or to multi input sockets is not supported.
This commit also makes the link drag tooltip better visible, when using
light themes by using the text theme color.
Reviewed By: Hans Goudey, Simon Thommes
Differential Revision: https://developer.blender.org/D16244
Since a year and a half ago we've been switching to a new way to
represent what sockets a node should have called "declarations"
that's easier to use, clearer, and more flexible for upcoming
features like dynamic socket counts or generic type sockets.
All builtin nodes with a static set of sockets have switched, but one
missing area has been group nodes and group input/output nodes. These
nodes have **dynamic** declarations which change based on their
properties or the group they're inside of. This patch addresses that,
in preparation for using the same dynamic declaration feature for
simulation nodes.
Generally there shouldn't be user-visible differences, but one benefit
is that user-created socket descriptions are now visible directly in
the node editor for group nodes and group input/output nodes.
The commit contains a few changes:
- Add a node type callback for building dynamic declarations with
different arguments
- Add an `Extend` socket declaration for the "virtual" sockets used
for connecting new links
- A similar `Custom` socket declaration is used for addon-defined socket
- Simplify the node update loop to use the declaration to build update
sockets
- Replace the "group update" functions with the declaration building
- Move the node group input/output link creation to link drag operator
- Make the field status part of group node declarations
(not for group input/output nodes though)
- Some fixes for declarations to make them update and build properly
Differential Revision: https://developer.blender.org/D16850