Collapsing curves to a single point when just resampling is unexpected. This
patch changes it so that non-zero-length curves keep at least one segment.
The fix is fairly straight forward, but a bunch of additional code is added to
support the legacy option to avoid breaking backward compatibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/133659
In setups where only very few elements are processed at once, the lazy-threading
hints that come from `parallel_for` are not triggered. However, often it can
still be worth to use multi-threading in such cases. Therefore, we need to find
additional places where the lazy-threading hints are sent. There are many
possibilities and we probably have to add them step by step as we find .blend
files that show missing multi-threading.
In this patch I choose to send the hint at the beginning of evaluating a repeat
zone if it has 10 or more iterations. The exact number here is just a guess and
could be fine tuned over time if necessary.
A slightly modified version of the file in #134230 speeds up from ~1100ms to
~100ms with this change. The exact speedup changes quite a bit each run, but is
always between 5 and 20x, so it's quite noticable.
Pull Request: https://projects.blender.org/blender/blender/pulls/134408
Move `Library.runtime` to be a pointer, move the related
`LibraryRuntime` struct to `BKE_library.hh`. Similar to e.g.
Mesh.runtime, that pointer is expected to always be valid, and is
allocated at readtime or when creating a new Library ID.
Related smaller changes:
* Write code now uses standard ID writing codepath for Library IDs too.
* Runtime pointer is reset to nullptr before writing.
* Looking up a library by its absolute path is now handled through a
dedicated utils, `search_filepath_abs`, instead of using
`BLI_findstring`.
Pull Request: https://projects.blender.org/blender/blender/pulls/134188
Currently UI code always has to use char pointers when interacting with
the translation system. This makes benefiting from the use C++ strings
and StringRef more difficult. That means we're leaving some type safety
and performance on the table. This PR adds StringRef overloads to the
translation API functions and removes the few calls to `.c_str()` that
are now unnecessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/133887
The issue was that the code did not handle input sockets that are fields
implicitly correctly. It just retrieved a single from them, instead of
treating them as having an unknown value.
The new Object and Collection constant geometry nodes do not register their dependency on their targets.
This causes the graph not to update properly when they are modified.
Pull Request: https://projects.blender.org/blender/blender/pulls/133784
The File Output node sometime ignores the transformations of their
inputs. That's due to the fact that transforms are now delayed and the
File Output node does not realize its inputs on its domain in case it
was not multi-layer.
To fix this, add another realization mode for transforms only. And use
that in the File Output node, as well as the Bokeh Blur, UV Map, and
Plane Track Deform, which also need this fix.
Pull Request: https://projects.blender.org/blender/blender/pulls/133850
Previously, there was a `StringRef.copy` method which would copy the string into
the given buffer. However, it was not defined for the case when the buffer was
too small. It moved the responsibility of making sure the buffer is large enough
to the caller.
Unfortunately, in practice that easily hides bugs in builds without asserts
which don't come up in testing much. Now, the method is replaced with
`StringRef.copy_utf8_truncated` which has much more well defined semantics and
also makes sure that the string remains valid utf-8.
This also renames `unsafe_copy` to `copy_unsafe` to make the naming more similar
to `copy_utf8_truncated`.
Pull Request: https://projects.blender.org/blender/blender/pulls/133677
The issue is that the localized node tree has an invalid type if the linked file
is not available. So we essentially ended up with a geometry node group that
contains a group node that points to a non-geometry nodes group.
Pull Request: https://projects.blender.org/blender/blender/pulls/133650
This builds on top of 80441190c6 to gray output
unused inputs of the Mix and Mix Shader node. These nodes have unused inputs if
their mix factor is 0 or 1 (+ some special cases for non-uniform vector mixing
and blend modes).
Pull Request: https://projects.blender.org/blender/blender/pulls/133369
This patch automatically grays out input values which can't affect the output
currently. It works with inputs of group nodes, geometry nodes modifiers and
node tools.
To achieve this, it analyses the node tree and partially evaluates it to figure
out which group inputs are currently not linked to an output or are disabled by e.g.
some switch node.
Original proposal: https://devtalk.blender.org/t/dynamic-socket-visibility/31874
Related info in blog post:
https://code.blender.org/2023/11/geometry-nodes-workshop-november-2023/#dynamic-socket-visibility
Follow up task for designing a UI that allows hiding sockets: #132706
Limitations:
* The inferencing does not update correctly when a socket starts being
animated/driven. I haven't found a good way to invalidate the cache in a good
way reliably yet. It's only a very short term problem though. It fixes itself
after the next modification of the node tree and is only noticeable when
animating some specific sockets such as the switch node condition.
* Whether a socket is grayed out is not exposed in the Python API yet. That will
be done separately.
* Only a partial evaluation is done to determine if an input affects an output.
There should be no cases where a socket is found to be unused when it can actually
affect the output. However, there can be cases where a socket is inferenced to be used
even if it is not due to some complex condition. Depending on the exact circumstances,
this can either be improved or the condition in the node tree should be simplified.
Pull Request: https://projects.blender.org/blender/blender/pulls/132219
This uses the following accessor methods in more places in more places:
`is_group()`, `is_group_input()`, `is_group_output()`, `is_muted()`,
`is_frame()` and `is_reroute()`.
This results in simpler code and reduces the use of `bNode.type_legacy`.
Pull Request: https://projects.blender.org/blender/blender/pulls/132899
Main goals of this refactor:
* Make it more obvious which update function should be used.
* Make it more obvious which parameters are required by using references instead
of pointers.
* Support passing in multiple modified trees instead of just a single one.
No functional changes are expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/132862
The new description for `bNode.type_legacy`:
```
/**
* Legacy integer type for nodes. It does not uniquely identify a node type, only the `idname`
* does that. For example, all custom nodes use #NODE_CUSTOM but do have different idnames.
* This is mainly kept for compatibility reasons.
*
* Currently, this type is also used in many parts of Blender, but that should slowly be phased
* out by either relying on idnames, accessor methods like `node.is_reroute()`.
*
* A main benefit of this integer type over using idnames currently is that integer comparison is
* much cheaper than string comparison, especially if many idnames have the same prefix (e.g.
* "GeometryNode"). Eventually, we could introduce cheap-to-compare runtime identifier for node
* types. That could mean e.g. using `ustring` for idnames (where string comparison is just
* pointer comparison), or using a run-time generated integer that is automatically assigned when
* node types are registered.
*/
```
Pull Request: https://projects.blender.org/blender/blender/pulls/132858
This removes the second to last usage of `NOD_static_types.hh` which we intend
to remove. A nice benefit is that the idname is now finally more explicit when a
node is registered. Previously it was difficult to search for the definition of
a node in the code when one had only the idname, which is the main identifier
for nodes.
The main change is in `node_type_base`.
Pull Request: https://projects.blender.org/blender/blender/pulls/132815
As part of an effort to remove this header, reducing the need for macro/
include magic and making node definitions more independent, move
the node UI name and description definitions to each node's file.
The UI name, description, and idname are also moved to std::string
instead of char arrays.
Similar to b43e2168e3.
Pull Request: https://projects.blender.org/blender/blender/pulls/132708
Two places had to be fixed to support this:
* `RNA_property_enum_get_default` needs to handle the case when the property is
backed by an `IDProperty`. This is just like in
`RNA_property_float_get_default`.
* The default value has to be copied from the node group interface to the
geometry nodes modifier inputs.
Pull Request: https://projects.blender.org/blender/blender/pulls/132740
Make the type structs non-trivial, use new and delete for allocation and
freeing, and use std::string for most strings they contain. Also use
StringRef instead of char pointers in a few places. Mainly this improves
ergonomics when working with the strings.
Pull Request: https://projects.blender.org/blender/blender/pulls/132750
Any reroute can be connected only to single source, or can be not connected at
all. So reroutes usually form trees. It is possible that there will be a cycle,
but such cycle can be only single in strongly connected set of reroutes. To
propagate a types from some certain target to all the reroutes in such a tree we
need to know all such a trees and all possible targets for each tree.
Before its was done with a stack-base breath first search and with implicit aim
to a targets of types to propagate.
Now everything is done explicitly, with grouping all reroutes to a strongly
connected sets. All source targets are handled now explicitly, which lets us to
use additional function to define priority between types later. Large number of
loops can be parallel, and as-is code 2-3 times faster for large node trees like
main tree in `Erindale_Flower_Shop` file.
Now possible change of the behavior:
1. For multiple targets use function to decide the most priority type.
2. In case of merge non-connected rerouted sets use statistic to decide the most
popular type.
3. Change behavior in case there is no explicit targets (dangling reroutes set).
Pull Request: https://projects.blender.org/blender/blender/pulls/131910
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.
This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.
* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd
Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.
Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.
For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/
Pull Request: https://projects.blender.org/blender/blender/pulls/132608
- Using a main function allows the scripts to be imported without
executing logic.
- Declaring `__all__` lets tools such as "vulture" detect unused code.
A followup for 5e7f3e5c84.
Make the NOD_static_types.h file less important by moving `enum_name_legacy`
to be defined in the register function of every node. This helps our gradual transition
away from this file.
Also add a fallback to the node idname so that newly added nodes no longer need
to define the string value.
Pull Request: https://projects.blender.org/blender/blender/pulls/132131
The GCC version on the buildbot does not support attribute on
a class member, resulting in the following warning:
NOD_node_declaration.hh:577:42: warning: ‘maybe_unused’ attribute ignored [-Wattributes]
Use the `UNUSED_VARS` macro instead to solve the original warning
about member being unused in release builds without introducing
a warning when using older compiler.
Pull Request: https://projects.blender.org/blender/blender/pulls/131974
The "use attribute" and "attribute name" IDProperties were missing
the overrideable status and the static type status. This was an oversight
from when those tags were added.
This commit fixes the flag on new modifier properties as they're created
and applies versioning to old properties. It also fixes the poll of the toggle
input attribute operator so that it isn't possible on non-editable objects.
Pull Request: https://projects.blender.org/blender/blender/pulls/131768
This avoids assuming that `BKE_ntree_update_main` has run on a node tree before
the depsgraph is build. The update code already finds the dependencies to
determine if a relations update is necessary or not. To avoid detecting these
dependencies again (which requires iterating over all the nested nodes), they
were cached on the node group so that they can be used when the depsgraph is
build.
However, since the update code does not run in all necessary cases yet
(#131598), this does not work currently. This patch fixes the situation by
removing the optimization of not having to find all dependencies again when the
depsgraph is build.
This optimization can be introduced again after we can be more sure that the
node tree update code runs whenever the node tree changes (which is what #131665
tries, but requires more discussion).
Pull Request: https://projects.blender.org/blender/blender/pulls/131685
Previously, the data-block dependencies were always detected in
`update_depsgraph` in `MOD_nodes.cc`. This would only be called when something
called `DEG_relations_tag_update` before. We don't want to trigger a depsgraph
rebuild after each operation in the node editor, as that would be expensive.
However, that also meant that we often had to add data-block dependencies that
are not actually used, but might be used if the user changed e.g. a link. A
typical example for that is a object socket that has a default value, but the
socket is also linked.
Now, the dependencies referenced by the node tree are collected by the node tree
update code which runs after all changes. This way we can detect whether the
dependencies have changed. Only if they have changed, a depsgraph rebuild is
triggered. This now allows also taking into account the mute status of nodes and
whether an input is linked.
There are still more things that could be taken into account. Most obviously
whether a node is connected to an output. This can be done later. The most
tricky aspect here is probably that we also have to consider all viewer nodes as
output, because at the time the node runs, it's not known which viewer will
actually be used (which depends on other editors).
This also cleans up some special cases we had for e.g. the scene time node where
we always had to trigger a depsgraph rebuild when it was added/removed because
of its time dependence. This is now part of a more general system.
This fixes#109219.
Pull Request: https://projects.blender.org/blender/blender/pulls/131446