Changes:
- Renamed Split Viewer Node to Split Node
- Split Node is now under `Utilities` (similar to Switch node)
- Versioning: split viewer from 4.0 and before is replaced with the new split node connected to a new viewer node.
Pull Request: https://projects.blender.org/blender/blender/pulls/114245
The experimental GPU compositor crashes when the render size is huge.
This is just due to GPU texture allocation failing. The patch fixes that
by downscaling the render result when reading, then upscaling it again
when writing. Additionally, the render size was adapted to the
downscaled size since it is used by other input nodes. This is not an
ideal solution, but it a good temporary solution to prevent crashes
until we have proper support for huge textures.
Pull Request: https://projects.blender.org/blender/blender/pulls/115299
The compositor doesn't run when changing node tree options. That was due
to a nullptr notifier reference for RNA node tree edits.
This patch uses the node tree ID for the notifier reference.
Additionally, the listener code was extended to always tag the node tree
when the reference is null, which converts missing updates issues like
this one to superfluous updates, since it is safer.
Pull Request: https://projects.blender.org/blender/blender/pulls/115532
The goal here is to make it easier to make node links. Previously, it was quite
easy to accidentally start box selection or to trigger the link-drag-search when
that was not intended.
Now, the tolerances are a bit easier to work with. Also, instead of trying to use
the first socket that is close enough, it will find the closest socket instead. It feels
much better in my testing already, but obviously the values can be tuned more
with some testing.
Also we have to make sure to not accidentally make other things like resizing
nodes harder.
Pull Request: https://projects.blender.org/blender/blender/pulls/115010
Improvements to the drawing of shadows, used with blocks, menus, nodes,
etc. Improvements to shape, especially at the top corner or at extremes
of widget roundness. Allows transparent objects to have shadows. This
is a nice refactor that removes a lot of code.
Pull Request: https://projects.blender.org/blender/blender/pulls/111794
`GroupNodeComputeContext` is the more correct name because it's
specifically about a group node that invokes another node tree.
The old name makes it sound like it should be used because a node group
is invoked but does not tell anything about what invoked it.
For example, the current context in a node group can also be a
`ModifierComputeContext` if that's what invoked it.
This struct is currently defined in the `functions` module but not actually used there. It's only used by the geometry nodes module, with an indirect dependency from blenkernel via simulation zone baking. This scope is problematic when adding grids as socket data, which should not be part of the functions module.
The `ValueOrField` struct is now moved to blenkernel, so it can be more easily extended to other kinds of data that might be passed around by geometry nodes sockets in future. No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/115087
The compositor currently executes when editing node trees that are not
compositor related, like geometry and shader node trees.
That's because the node space listener always tags the compositor to
execute for any node edit notifier. To fix this, we add the ID of the
edited node tree as a reference to the edit notifier and only tag for
an update when the space tree matches the reference one.
Pull Request: https://projects.blender.org/blender/blender/pulls/114978
The compositor executes superfluously on scene changes when adding or
removing objects.
This was due to an explicit handling of a certain notifier, which was
introduced in commit 1e948b251d. The exact reasoning behind the
addition is unknown, so this patch removes it until we have an informed
decision to keep it.
Makes it possible to swipe over panel header to batch open/collapse all
panels the mouse draged over. Normal panels and sub-panels support this
too.
Two changes were needed:
- Support "drag toggle" feature for `UI_BTYPE_BUT_TOGGLE` - all toggle
buttons should/can support this.
- Allow querying the pushed state from the button used for the
collapsing. Multiple ways to do this, in this case simply using the
pushed state query callback seemed simplest.
Pull Request: https://projects.blender.org/blender/blender/pulls/114560
If the draw_color method is not defined, try to use draw_color_simple as
a fallback. If not defined either, fallback to a magenta color.
The patch also updates the description of the method to clarify its use.
Pull Request: https://projects.blender.org/blender/blender/pulls/114527
Here is too many inconsistencies in used data type for coordinates.
That commit change int to float for socket draw. There is still many
node/text/other ui draw code with mix up int's and clamped floats
(to looks like int's). That fix is just small step to finally just use float.
Pull Request: https://projects.blender.org/blender/blender/pulls/114114
Customs sockets always ignore their draw_color method and are always
drawn using a magenta color.
This is a regression that was introduced in e071288ab2. The commit used
the simple variant even for drawing nodes where a context is available.
So this patch mostly reverts those changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/114148
The last good commit was 8474716abb.
After this commits from main were pushed to blender-v4.0-release. These are
being reverted.
Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
Known limitations to be addressed separately:
* We are not warning/keeping track of the named layers.
* There is no lookup for layers (groups) yet.
Ref !113908.
Currently, we always prioritize the words in the last section of a search item
(the words that are highlighted). This generally works well, but the situation
is a bit different for link-drag-search, because there the last part is the socket
name, which is usually less descriptive than the node name.
This patch allows us to use different heuristics to select the prioritized section
per search.
Unfortunately, the link-drag-search is not fully consistent with itself. Sometimes
the last group is a socket name, but sometimes it's also the mode of a node
(`Math > Add`). Therefore, the patch currently simply prioritizes all words in the
same instead of prioritizing only the first part. This seems to work much better
than before even if not perfect in all cases yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/113648
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
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