When "Developer Extras" is disabled, the experemental options
must not be used.
Some checks for experemental options weren't using the macro which
checks both are set.
Add comment to avoid this happening in the future.
Instead of storing an optional in the runtime data of each node,
move the field status for the socket to an array in the node tree's
runtime data. This wasn't possible before because selecting nodes
reordered nodes which caused too much cache recomputation.
The benefit is having less geometry-nodes specific data in the
node socket runtime struct, and a slight move to a more data-
oriented storage format.
Pull Request: https://projects.blender.org/blender/blender/pulls/131822
Currently each node's position is stored in the coordinate space of
its parent. To find the location of a node on the canvas, we have to
apply the translation of each of its parents. Also, nodes have hidden
"offset" values used while transforming frame nodes. Together,
those made the system much more complicated than necessary,
and they made the Python API ineffective.
This commit removes usage of the offset values and moves nodes
to be stored in the "global" space of the node canvas. It also resolves
some weird behavior when resizing frame nodes, and fixes a few bugs.
The change is forward compatible, so we still write files with nodes in
the old parent-space format. In 5.0 the conversion when writing can be
removed. The existing Python API also stays the same. A new
"location_absolute" property gives node locations in global space,
and changing the old property also moves the child nodes of frames.
Resolves#92458, #72904.
Pull Request: https://projects.blender.org/blender/blender/pulls/131335
- Gives O(1) access to string length in more cases
- Convenient string manipulation functions
- Clarify difference between "no string" and "empty string"
- Avoid the need for raw pointers in the API
- Shows which API string arguments are optional
Pull Request: https://projects.blender.org/blender/blender/pulls/131473
We create invisible buttons for socket tooltips because sockets themselves
aren't buttons and because we don't have a special tooltip handler for the
node editor. Currently those buttons have an empty right click menu with
just the "Edit Source" operator. Changing to label buttons removes the
right click menu but keeps tooltips working.
This didn't work earlier because label buttons didn't have tooltips.
That has been implemented in the meantime.
Pull Request: https://projects.blender.org/blender/blender/pulls/131399
Use StringRefNull for all function arguments and return types.
Not a StringRef but StringRefNull since there is still large
interaction with C api so null-termination usually necessary.
If string is expected to be not only empty but also a null then
optional is used. This change depends on #130935.
Pull Request: https://projects.blender.org/blender/blender/pulls/131204
Previously, only one level of panels was supported. Now, they can be nested arbitrarily.
Panels still have to come at the bottom though.
The panel color used to be just the node color darkened a bit. Now it uses the
`TH_PANEL_SUB_BACK` theme setting which is also used by panels in other places
in Blender. However, the contrast of that is a bit weaker than what we had in nodes before.
Therefore I increased the contrast a bit.
Pull Request: https://projects.blender.org/blender/blender/pulls/128886
Compositor: UI: remove snapping to nodes.
Snapping nodes to other nodes behaves in a very unpredictable way, which makes most snapping options useless.
The patch removes the following:
- Snapping options `Node X`, `Node Y` and `Node XY`
- Menu `Snap Node Element`
- Menu `Snap Target`
New behavior:
- Activating `Snap` always acts as 'Snap to Grid'
Part of https://projects.blender.org/blender/blender/issues/128612
Pull Request: https://projects.blender.org/blender/blender/pulls/127667
Add a new shader specifically for node sockets rather than using the
keyframe shader.
Motivation:
1. Allow easier addition of new socket shapes
2. Simplify socket drawing by avoiding special handling of multi-inputs
3. Support multi-inputs for all socket types (diamond, square, etc.)
The new shader is tweaked to look the same to the old ones.
**Comparison**
The biggest difference is that the multi socket is now more consistent
with the other sockets.
For single sockets there can be small size differences depending on zoom
level because the old socket shader always aligned the sockets to the
pixel grid. This could cause a bit of jiggling compared to the rest of
the node when slowly zooming. Therefore I left it out of the new shader
and it now scales strictly linear with the view.
**Multi Socket Types**
While there currently is no need for (.) internally, there are a few
obvious use-cases for multi-input field (diamond) sockets like
generalized math nodes with an arbitrary number of inputs (Add,
Multiply, Minimum etc.).
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/119243
Add a `short2` attribute type, intended to store the existing
`CD_CUSTOMLOOPNORMAL` custom data type in order to move the custom
normal storage to generic attributes. This type probably won't get much
use besides that, but generally we don't have reasons not to add these
generic types, besides binary size. In the future we should consolidate
usage of `convert_to_static_type` to avoid large binary size increases
(about 700KB here) for this sort of addition.
This is the first step of #130484.
Pull Request: https://projects.blender.org/blender/blender/pulls/130530
The `fmt::format` can process the format string at compile time. Currently, we
don't seem to be using that as we don't use `FMT_STRING`. Starting with C++20,
that will be the default though, and one has to explicitly opt out in places
where the string is not known at compile time using `fmt::runtime(...)`.
Currently, our code does not compile as C++20 because of that. Unfortunately, we
have many places with runtime format strings, because of i18n.
Pull Request: https://projects.blender.org/blender/blender/pulls/130392
This probably never in practice in these cases.
Constructing a `std::string` from nullptr is invalid.
Starting with C++23, the `nullptr_t` is even explicitly deleted.
This allows using C++ types in the region runtime data, which will
make it easier to move the remaining runtime data out of the
`ARegion` DNA type and improve code readability in these areas.
Pull Request: https://projects.blender.org/blender/blender/pulls/130196
Avoid retrieving context data for every single node which can be
expensive when there are thousands of nodes. In the "Mouse House"
test file I observed a 13% improvement in drawing timings.
Pull Request: https://projects.blender.org/blender/blender/pulls/130239
Remove `node_under_mouse_tweak` and replace it with
`node_under_mouse_select`.
The special handling for tweaking reroutes wasn't working correctly:
1. It didn't check at the correct reroute node location.
2. The (de-)selection behavior negated possible benefits anyway.
In practice the user-facing behavior is not affected by this.
Pull Request: https://projects.blender.org/blender/blender/pulls/130222
NOTE: This also required some changes to Cycles code itself, who is now
directly including `BKE_image.hh` instead of declaring a few prototypes
of these functions in its `blender/utils.h` header (due to C++ functions
names mangling, this was not working anymore).
Pull Request: https://projects.blender.org/blender/blender/pulls/130174
The issue was that changing the area did not immediately update the
`snode->edittree` when changing between different node editor types. That update
only happened later in `node_area_refresh`. However, by that time, the `poll`
function of the modal operator has already succeeded even though when there
operator actually starts `poll` would not succeed anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/129870
For C/C++ doc-strings should be located in headers,
move function comments into the headers, in some cases merging
with existing doc-strings, in other cases, moving implementation
notes into the function body.
The main goal is to simplify adding support for nested node panels. The patch
makes use of the updated recursive node declarations introduced in
6ffc585fb8.
The main changes are:
* Rewritten node drawing in a way that makes ui design decisions like panel
visibility and margins more explicit. Especially the handling of margins is
much better now imo. Previously, it was very hard to change the margin for
specific cases without accidentally breaking other situations. Now each
possible case has an explicit margin. This needs a few more lines of code but
is much easier to work with.
* Rewritten node drawing in panel (sidebar + material properties) using the new
ways to iterate over the declaration.
* It's possible to add custom layouts at any point in the node declaration now.
This also replaces the need for having a `draw_buttons` callback for panels.
Pull Request: https://projects.blender.org/blender/blender/pulls/128822
Fixes an issue with the new node insertion feature where, after a link drag search,
the main input of the new node is connected to, regardless of which one was chosen.
Pull Request: https://projects.blender.org/blender/blender/pulls/128640
This refactor contains the following changes:
* Each `PanelDeclaration` contains its direct children. Previously, it only knew
how many children it had. That added complexity to wherever we iterate over
the node declaration.
* Adds a new `DeclarationListBuilder` that is a base class of
`NodeDeclarationBuilder` and `PanelDeclarationBuilder`. It makes sure that the
same API for adding sockets, panels and separators exist for both.
* Modified declare functions for group, group input and group output nodes to
use the normal node builder api instead of doing something custom.
No functional changes are expected.
The main reason for this refactor is to simplify working with nested panels in
node declarations which is useful when we want to support nested panels in the
node editor. The node drawing code is not simplified in this patch, but that
should be easier afterwards.
Pull Request: https://projects.blender.org/blender/blender/pulls/128799