Merge branch 'blender-v2.83-release'

This commit is contained in:
Brecht Van Lommel 2020-04-20 18:43:26 +02:00
commit 0bca9c97e1
1 changed files with 165 additions and 111 deletions

View File

@ -90,61 +90,73 @@ rl_outputs = (
# shader nodes
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
shaders_input_nodes_props = (
('ShaderNodeTexCoord', 'TEX_COORD', 'Texture Coordinate'),
('ShaderNodeAmbientOcclusion', 'AMBIENT_OCCLUSION', 'Ambient Occlusion'),
('ShaderNodeAttribute', 'ATTRIBUTE', 'Attribute'),
('ShaderNodeLightPath', 'LIGHT_PATH', 'Light Path'),
('ShaderNodeFresnel', 'FRESNEL', 'Fresnel'),
('ShaderNodeLayerWeight', 'LAYER_WEIGHT', 'Layer Weight'),
('ShaderNodeRGB', 'RGB', 'RGB'),
('ShaderNodeValue', 'VALUE', 'Value'),
('ShaderNodeTangent', 'TANGENT', 'Tangent'),
('ShaderNodeNewGeometry', 'NEW_GEOMETRY', 'Geometry'),
('ShaderNodeWireframe', 'WIREFRAME', 'Wireframe'),
('ShaderNodeObjectInfo', 'OBJECT_INFO', 'Object Info'),
('ShaderNodeHairInfo', 'HAIR_INFO', 'Hair Info'),
('ShaderNodeParticleInfo', 'PARTICLE_INFO', 'Particle Info'),
('ShaderNodeBevel', 'BEVEL', 'Bevel'),
('ShaderNodeCameraData', 'CAMERA', 'Camera Data'),
('ShaderNodeFresnel', 'FRESNEL', 'Fresnel'),
('ShaderNodeNewGeometry', 'NEW_GEOMETRY', 'Geometry'),
('ShaderNodeHairInfo', 'HAIR_INFO', 'Hair Info'),
('ShaderNodeLayerWeight', 'LAYER_WEIGHT', 'Layer Weight'),
('ShaderNodeLightPath', 'LIGHT_PATH', 'Light Path'),
('ShaderNodeObjectInfo', 'OBJECT_INFO', 'Object Info'),
('ShaderNodeParticleInfo', 'PARTICLE_INFO', 'Particle Info'),
('ShaderNodeRGB', 'RGB', 'RGB'),
('ShaderNodeTangent', 'TANGENT', 'Tangent'),
('ShaderNodeTexCoord', 'TEX_COORD', 'Texture Coordinate'),
('ShaderNodeUVMap', 'UVMAP', 'UV Map'),
('ShaderNodeValue', 'VALUE', 'Value'),
('ShaderNodeVertexColor', 'VERTEX_COLOR', 'Vertex Color'),
('ShaderNodeVolumeInfo', 'VOLUME_INFO', 'Volume Info'),
('ShaderNodeWireframe', 'WIREFRAME', 'Wireframe'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
shaders_output_nodes_props = (
('ShaderNodeOutputMaterial', 'OUTPUT_MATERIAL', 'Material Output'),
('ShaderNodeOutputAOV', 'OUTPUT_AOV', 'AOV Output'),
('ShaderNodeOutputLight', 'OUTPUT_LIGHT', 'Light Output'),
('ShaderNodeOutputMaterial', 'OUTPUT_MATERIAL', 'Material Output'),
('ShaderNodeOutputWorld', 'OUTPUT_WORLD', 'World Output'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
shaders_shader_nodes_props = (
('ShaderNodeMixShader', 'MIX_SHADER', 'Mix Shader'),
('ShaderNodeAddShader', 'ADD_SHADER', 'Add Shader'),
('ShaderNodeBsdfDiffuse', 'BSDF_DIFFUSE', 'Diffuse BSDF'),
('ShaderNodeBsdfGlossy', 'BSDF_GLOSSY', 'Glossy BSDF'),
('ShaderNodeBsdfTransparent', 'BSDF_TRANSPARENT', 'Transparent BSDF'),
('ShaderNodeBsdfRefraction', 'BSDF_REFRACTION', 'Refraction BSDF'),
('ShaderNodeBsdfGlass', 'BSDF_GLASS', 'Glass BSDF'),
('ShaderNodeBsdfTranslucent', 'BSDF_TRANSLUCENT', 'Translucent BSDF'),
('ShaderNodeBsdfAnisotropic', 'BSDF_ANISOTROPIC', 'Anisotropic BSDF'),
('ShaderNodeBsdfVelvet', 'BSDF_VELVET', 'Velvet BSDF'),
('ShaderNodeBsdfToon', 'BSDF_TOON', 'Toon BSDF'),
('ShaderNodeSubsurfaceScattering', 'SUBSURFACE_SCATTERING', 'Subsurface Scattering'),
('ShaderNodeBsdfDiffuse', 'BSDF_DIFFUSE', 'Diffuse BSDF'),
('ShaderNodeEmission', 'EMISSION', 'Emission'),
('ShaderNodeBsdfGlass', 'BSDF_GLASS', 'Glass BSDF'),
('ShaderNodeBsdfGlossy', 'BSDF_GLOSSY', 'Glossy BSDF'),
('ShaderNodeBsdfHair', 'BSDF_HAIR', 'Hair BSDF'),
('ShaderNodeBackground', 'BACKGROUND', 'Background'),
('ShaderNodeAmbientOcclusion', 'AMBIENT_OCCLUSION', 'Ambient Occlusion'),
('ShaderNodeHoldout', 'HOLDOUT', 'Holdout'),
('ShaderNodeMixShader', 'MIX_SHADER', 'Mix Shader'),
('ShaderNodeBsdfPrincipled', 'BSDF_PRINCIPLED', 'Principled BSDF'),
('ShaderNodeBsdfHairPrincipled', 'BSDF_HAIR_PRINCIPLED', 'Principled Hair BSDF'),
('ShaderNodeVolumePrincipled', 'PRINCIPLED_VOLUME', 'Principled Volume'),
('ShaderNodeBsdfRefraction', 'BSDF_REFRACTION', 'Refraction BSDF'),
('ShaderNodeSubsurfaceScattering', 'SUBSURFACE_SCATTERING', 'Subsurface Scattering'),
('ShaderNodeBsdfToon', 'BSDF_TOON', 'Toon BSDF'),
('ShaderNodeBsdfTranslucent', 'BSDF_TRANSLUCENT', 'Translucent BSDF'),
('ShaderNodeBsdfTransparent', 'BSDF_TRANSPARENT', 'Transparent BSDF'),
('ShaderNodeBsdfVelvet', 'BSDF_VELVET', 'Velvet BSDF'),
('ShaderNodeBackground', 'BACKGROUND', 'Background'),
('ShaderNodeVolumeAbsorption', 'VOLUME_ABSORPTION', 'Volume Absorption'),
('ShaderNodeVolumeScatter', 'VOLUME_SCATTER', 'Volume Scatter'),
('ShaderNodeBsdfPrincipled', 'BSDF_PRINCIPLED', 'Principled BSDF'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping things in alphabetical orde so we don't need to sort later.
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_texture_nodes_props = (
('ShaderNodeTexBrick', 'TEX_BRICK', 'Brick Texture'),
('ShaderNodeTexChecker', 'TEX_CHECKER', 'Checker Texture'),
('ShaderNodeTexEnvironment', 'TEX_ENVIRONMENT', 'Environment Texture'),
('ShaderNodeTexGradient', 'TEX_GRADIENT', 'Gradient Texture'),
('ShaderNodeTexIES', 'TEX_IES', 'IES Texture'),
('ShaderNodeTexImage', 'TEX_IMAGE', 'Image Texture'),
('ShaderNodeTexMagic', 'TEX_MAGIC', 'Magic Texture'),
('ShaderNodeTexMusgrave', 'TEX_MUSGRAVE', 'Musgrave Texture'),
@ -153,46 +165,55 @@ shaders_texture_nodes_props = (
('ShaderNodeTexSky', 'TEX_SKY', 'Sky Texture'),
('ShaderNodeTexVoronoi', 'TEX_VORONOI', 'Voronoi Texture'),
('ShaderNodeTexWave', 'TEX_WAVE', 'Wave Texture'),
('ShaderNodeTexWhiteNoise', 'TEX_WHITE_NOISE', 'White Noise'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
shaders_color_nodes_props = (
('ShaderNodeMixRGB', 'MIX_RGB', 'MixRGB'),
('ShaderNodeRGBCurve', 'CURVE_RGB', 'RGB Curves'),
('ShaderNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright Contrast'),
('ShaderNodeGamma', 'GAMMA', 'Gamma'),
('ShaderNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'),
('ShaderNodeInvert', 'INVERT', 'Invert'),
('ShaderNodeLightFalloff', 'LIGHT_FALLOFF', 'Light Falloff'),
('ShaderNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'),
('ShaderNodeGamma', 'GAMMA', 'Gamma'),
('ShaderNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright Contrast'),
('ShaderNodeMixRGB', 'MIX_RGB', 'MixRGB'),
('ShaderNodeRGBCurve', 'CURVE_RGB', 'RGB Curves'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
shaders_vector_nodes_props = (
('ShaderNodeMapping', 'MAPPING', 'Mapping'),
('ShaderNodeBump', 'BUMP', 'Bump'),
('ShaderNodeNormalMap', 'NORMAL_MAP', 'Normal Map'),
('ShaderNodeDisplacement', 'DISPLACEMENT', 'Displacement'),
('ShaderNodeMapping', 'MAPPING', 'Mapping'),
('ShaderNodeNormal', 'NORMAL', 'Normal'),
('ShaderNodeNormalMap', 'NORMAL_MAP', 'Normal Map'),
('ShaderNodeVectorCurve', 'CURVE_VEC', 'Vector Curves'),
('ShaderNodeVectorDisplacement', 'VECTOR_DISPLACEMENT', 'Vector Displacement'),
('ShaderNodeVectorTransform', 'VECT_TRANSFORM', 'Vector Transform'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
shaders_converter_nodes_props = (
('ShaderNodeMath', 'MATH', 'Math'),
('ShaderNodeValToRGB', 'VALTORGB', 'ColorRamp'),
('ShaderNodeRGBToBW', 'RGBTOBW', 'RGB to BW'),
('ShaderNodeVectorMath', 'VECT_MATH', 'Vector Math'),
('ShaderNodeSeparateRGB', 'SEPRGB', 'Separate RGB'),
('ShaderNodeCombineRGB', 'COMBRGB', 'Combine RGB'),
('ShaderNodeSeparateXYZ', 'SEPXYZ', 'Separate XYZ'),
('ShaderNodeCombineXYZ', 'COMBXYZ', 'Combine XYZ'),
('ShaderNodeSeparateHSV', 'SEPHSV', 'Separate HSV'),
('ShaderNodeCombineHSV', 'COMBHSV', 'Combine HSV'),
('ShaderNodeWavelength', 'WAVELENGTH', 'Wavelength'),
('ShaderNodeBlackbody', 'BLACKBODY', 'Blackbody'),
('ShaderNodeClamp', 'CLAMP', 'Clamp'),
('ShaderNodeValToRGB', 'VALTORGB', 'ColorRamp'),
('ShaderNodeCombineHSV', 'COMBHSV', 'Combine HSV'),
('ShaderNodeCombineRGB', 'COMBRGB', 'Combine RGB'),
('ShaderNodeCombineXYZ', 'COMBXYZ', 'Combine XYZ'),
('ShaderNodeMapRange', 'MAP_RANGE', 'Map Range'),
('ShaderNodeMath', 'MATH', 'Math'),
('ShaderNodeRGBToBW', 'RGBTOBW', 'RGB to BW'),
('ShaderNodeSeparateRGB', 'SEPRGB', 'Separate RGB'),
('ShaderNodeSeparateXYZ', 'SEPXYZ', 'Separate XYZ'),
('ShaderNodeSeparateHSV', 'SEPHSV', 'Separate HSV'),
('ShaderNodeVectorMath', 'VECT_MATH', 'Vector Math'),
('ShaderNodeWavelength', 'WAVELENGTH', 'Wavelength'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
shaders_layout_nodes_props = (
('NodeFrame', 'FRAME', 'Frame'),
('NodeReroute', 'REROUTE', 'Reroute'),
@ -201,122 +222,134 @@ shaders_layout_nodes_props = (
# compositing nodes
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
compo_input_nodes_props = (
('CompositorNodeRLayers', 'R_LAYERS', 'Render Layers'),
('CompositorNodeImage', 'IMAGE', 'Image'),
('CompositorNodeMovieClip', 'MOVIECLIP', 'Movie Clip'),
('CompositorNodeMask', 'MASK', 'Mask'),
('CompositorNodeRGB', 'RGB', 'RGB'),
('CompositorNodeValue', 'VALUE', 'Value'),
('CompositorNodeTexture', 'TEXTURE', 'Texture'),
('CompositorNodeBokehImage', 'BOKEHIMAGE', 'Bokeh Image'),
('CompositorNodeImage', 'IMAGE', 'Image'),
('CompositorNodeMask', 'MASK', 'Mask'),
('CompositorNodeMovieClip', 'MOVIECLIP', 'Movie Clip'),
('CompositorNodeRLayers', 'R_LAYERS', 'Render Layers'),
('CompositorNodeRGB', 'RGB', 'RGB'),
('CompositorNodeTexture', 'TEXTURE', 'Texture'),
('CompositorNodeTime', 'TIME', 'Time'),
('CompositorNodeTrackPos', 'TRACKPOS', 'Track Position'),
('CompositorNodeValue', 'VALUE', 'Value'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
compo_output_nodes_props = (
('CompositorNodeComposite', 'COMPOSITE', 'Composite'),
('CompositorNodeViewer', 'VIEWER', 'Viewer'),
('CompositorNodeSplitViewer', 'SPLITVIEWER', 'Split Viewer'),
('CompositorNodeOutputFile', 'OUTPUT_FILE', 'File Output'),
('CompositorNodeLevels', 'LEVELS', 'Levels'),
('CompositorNodeSplitViewer', 'SPLITVIEWER', 'Split Viewer'),
('CompositorNodeViewer', 'VIEWER', 'Viewer'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
compo_color_nodes_props = (
('CompositorNodeMixRGB', 'MIX_RGB', 'Mix'),
('CompositorNodeAlphaOver', 'ALPHAOVER', 'Alpha Over'),
('CompositorNodeInvert', 'INVERT', 'Invert'),
('CompositorNodeCurveRGB', 'CURVE_RGB', 'RGB Curves'),
('CompositorNodeHueSat', 'HUE_SAT', 'Hue Saturation Value'),
('CompositorNodeColorBalance', 'COLORBALANCE', 'Color Balance'),
('CompositorNodeHueCorrect', 'HUECORRECT', 'Hue Correct'),
('CompositorNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright/Contrast'),
('CompositorNodeGamma', 'GAMMA', 'Gamma'),
('CompositorNodeColorBalance', 'COLORBALANCE', 'Color Balance'),
('CompositorNodeColorCorrection', 'COLORCORRECTION', 'Color Correction'),
('CompositorNodeGamma', 'GAMMA', 'Gamma'),
('CompositorNodeHueCorrect', 'HUECORRECT', 'Hue Correct'),
('CompositorNodeHueSat', 'HUE_SAT', 'Hue Saturation Value'),
('CompositorNodeInvert', 'INVERT', 'Invert'),
('CompositorNodeMixRGB', 'MIX_RGB', 'Mix'),
('CompositorNodeCurveRGB', 'CURVE_RGB', 'RGB Curves'),
('CompositorNodeTonemap', 'TONEMAP', 'Tonemap'),
('CompositorNodeZcombine', 'ZCOMBINE', 'Z Combine'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
compo_converter_nodes_props = (
('CompositorNodeMath', 'MATH', 'Math'),
('CompositorNodeValToRGB', 'VALTORGB', 'ColorRamp'),
('CompositorNodeSetAlpha', 'SETALPHA', 'Set Alpha'),
('CompositorNodePremulKey', 'PREMULKEY', 'Alpha Convert'),
('CompositorNodeValToRGB', 'VALTORGB', 'ColorRamp'),
('CompositorNodeCombHSVA', 'COMBHSVA', 'Combine HSVA'),
('CompositorNodeCombRGBA', 'COMBRGBA', 'Combine RGBA'),
('CompositorNodeCombYCCA', 'COMBYCCA', 'Combine YCbCrA'),
('CompositorNodeCombYUVA', 'COMBYUVA', 'Combine YUVA'),
('CompositorNodeIDMask', 'ID_MASK', 'ID Mask'),
('CompositorNodeMath', 'MATH', 'Math'),
('CompositorNodeRGBToBW', 'RGBTOBW', 'RGB to BW'),
('CompositorNodeSepRGBA', 'SEPRGBA', 'Separate RGBA'),
('CompositorNodeCombRGBA', 'COMBRGBA', 'Combine RGBA'),
('CompositorNodeSepHSVA', 'SEPHSVA', 'Separate HSVA'),
('CompositorNodeCombHSVA', 'COMBHSVA', 'Combine HSVA'),
('CompositorNodeSepYUVA', 'SEPYUVA', 'Separate YUVA'),
('CompositorNodeCombYUVA', 'COMBYUVA', 'Combine YUVA'),
('CompositorNodeSepYCCA', 'SEPYCCA', 'Separate YCbCrA'),
('CompositorNodeCombYCCA', 'COMBYCCA', 'Combine YCbCrA'),
('CompositorNodeSetAlpha', 'SETALPHA', 'Set Alpha'),
('CompositorNodeSwitchView', 'VIEWSWITCH', 'View Switch'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
compo_filter_nodes_props = (
('CompositorNodeBlur', 'BLUR', 'Blur'),
('CompositorNodeBilateralblur', 'BILATERALBLUR', 'Bilateral Blur'),
('CompositorNodeDilateErode', 'DILATEERODE', 'Dilate/Erode'),
('CompositorNodeDespeckle', 'DESPECKLE', 'Despeckle'),
('CompositorNodeFilter', 'FILTER', 'Filter'),
('CompositorNodeBlur', 'BLUR', 'Blur'),
('CompositorNodeBokehBlur', 'BOKEHBLUR', 'Bokeh Blur'),
('CompositorNodeVecBlur', 'VECBLUR', 'Vector Blur'),
('CompositorNodeDefocus', 'DEFOCUS', 'Defocus'),
('CompositorNodeDenoise', 'DENOISE', 'Denoise'),
('CompositorNodeDespeckle', 'DESPECKLE', 'Despeckle'),
('CompositorNodeDilateErode', 'DILATEERODE', 'Dilate/Erode'),
('CompositorNodeDBlur', 'DBLUR', 'Directional Blur'),
('CompositorNodeFilter', 'FILTER', 'Filter'),
('CompositorNodeGlare', 'GLARE', 'Glare'),
('CompositorNodeInpaint', 'INPAINT', 'Inpaint'),
('CompositorNodeDBlur', 'DBLUR', 'Directional Blur'),
('CompositorNodePixelate', 'PIXELATE', 'Pixelate'),
('CompositorNodeSunBeams', 'SUNBEAMS', 'Sun Beams'),
('CompositorNodeVecBlur', 'VECBLUR', 'Vector Blur'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
compo_vector_nodes_props = (
('CompositorNodeNormal', 'NORMAL', 'Normal'),
('CompositorNodeMapValue', 'MAP_VALUE', 'Map Value'),
('CompositorNodeMapRange', 'MAP_RANGE', 'Map Range'),
('CompositorNodeMapValue', 'MAP_VALUE', 'Map Value'),
('CompositorNodeNormal', 'NORMAL', 'Normal'),
('CompositorNodeNormalize', 'NORMALIZE', 'Normalize'),
('CompositorNodeCurveVec', 'CURVE_VEC', 'Vector Curves'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
compo_matte_nodes_props = (
('CompositorNodeKeying', 'KEYING', 'Keying'),
('CompositorNodeKeyingScreen', 'KEYINGSCREEN', 'Keying Screen'),
('CompositorNodeChannelMatte', 'CHANNEL_MATTE', 'Channel Key'),
('CompositorNodeColorSpill', 'COLOR_SPILL', 'Color Spill'),
('CompositorNodeBoxMask', 'BOXMASK', 'Box Mask'),
('CompositorNodeEllipseMask', 'ELLIPSEMASK', 'Ellipse Mask'),
('CompositorNodeLumaMatte', 'LUMA_MATTE', 'Luminance Key'),
('CompositorNodeDiffMatte', 'DIFF_MATTE', 'Difference Key'),
('CompositorNodeDistanceMatte', 'DISTANCE_MATTE', 'Distance Key'),
('CompositorNodeChannelMatte', 'CHANNEL_MATTE', 'Channel Key'),
('CompositorNodeChromaMatte', 'CHROMA_MATTE', 'Chroma Key'),
('CompositorNodeColorMatte', 'COLOR_MATTE', 'Color Key'),
('CompositorNodeColorSpill', 'COLOR_SPILL', 'Color Spill'),
('CompositorNodeCryptomatte', 'CRYPTOMATTE', 'Cryptomatte'),
('CompositorNodeDiffMatte', 'DIFF_MATTE', 'Difference Key'),
('CompositorNodeDistanceMatte', 'DISTANCE_MATTE', 'Distance Key'),
('CompositorNodeDoubleEdgeMask', 'DOUBLEEDGEMASK', 'Double Edge Mask'),
('CompositorNodeEllipseMask', 'ELLIPSEMASK', 'Ellipse Mask'),
('CompositorNodeKeying', 'KEYING', 'Keying'),
('CompositorNodeKeyingScreen', 'KEYINGSCREEN', 'Keying Screen'),
('CompositorNodeLumaMatte', 'LUMA_MATTE', 'Luminance Key'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
compo_distort_nodes_props = (
('CompositorNodeScale', 'SCALE', 'Scale'),
('CompositorNodeLensdist', 'LENSDIST', 'Lens Distortion'),
('CompositorNodeMovieDistortion', 'MOVIEDISTORTION', 'Movie Distortion'),
('CompositorNodeTranslate', 'TRANSLATE', 'Translate'),
('CompositorNodeRotate', 'ROTATE', 'Rotate'),
('CompositorNodeFlip', 'FLIP', 'Flip'),
('CompositorNodeCornerPin', 'CORNERPIN', 'Corner Pin'),
('CompositorNodeCrop', 'CROP', 'Crop'),
('CompositorNodeDisplace', 'DISPLACE', 'Displace'),
('CompositorNodeFlip', 'FLIP', 'Flip'),
('CompositorNodeLensdist', 'LENSDIST', 'Lens Distortion'),
('CompositorNodeMapUV', 'MAP_UV', 'Map UV'),
('CompositorNodeTransform', 'TRANSFORM', 'Transform'),
('CompositorNodeStabilize', 'STABILIZE2D', 'Stabilize 2D'),
('CompositorNodeMovieDistortion', 'MOVIEDISTORTION', 'Movie Distortion'),
('CompositorNodePlaneTrackDeform', 'PLANETRACKDEFORM', 'Plane Track Deform'),
('CompositorNodeCornerPin', 'CORNERPIN', 'Corner Pin'),
('CompositorNodeRotate', 'ROTATE', 'Rotate'),
('CompositorNodeScale', 'SCALE', 'Scale'),
('CompositorNodeStabilize', 'STABILIZE2D', 'Stabilize 2D'),
('CompositorNodeTransform', 'TRANSFORM', 'Transform'),
('CompositorNodeTranslate', 'TRANSLATE', 'Translate'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
# Keeping things in alphabetical orde so we don't need to sort later.
compo_layout_nodes_props = (
('NodeFrame', 'FRAME', 'Frame'),
('NodeReroute', 'REROUTE', 'Reroute'),
@ -484,21 +517,42 @@ operations = [
('SUBTRACT', 'Subtract', 'Subtract Mode'),
('MULTIPLY', 'Multiply', 'Multiply Mode'),
('DIVIDE', 'Divide', 'Divide Mode'),
('MULTIPLY_ADD', 'Multiply Add', 'Multiply Add Mode'),
('SINE', 'Sine', 'Sine Mode'),
('COSINE', 'Cosine', 'Cosine Mode'),
('TANGENT', 'Tangent', 'Tangent Mode'),
('ARCSINE', 'Arcsine', 'Arcsine Mode'),
('ARCCOSINE', 'Arccosine', 'Arccosine Mode'),
('ARCTANGENT', 'Arctangent', 'Arctangent Mode'),
('ARCTAN2', 'Arctan2', 'Arctan2 Mode'),
('SINH', 'Hyperbolic Sine', 'Hyperbolic Sine Mode'),
('COSH', 'Hyperbolic Cosine', 'Hyperbolic Cosine Mode'),
('TANH', 'Hyperbolic Tangent', 'Hyperbolic Tangent Mode'),
('POWER', 'Power', 'Power Mode'),
('LOGARITHM', 'Logatithm', 'Logarithm Mode'),
('SQRT', 'Square Root', 'Square Root Mode'),
('INVERSE_SQRT', 'Inverse Square Root', 'Inverse Square Root Mode'),
('EXPONENT', 'Exponent', 'Exponent Mode'),
('MINIMUM', 'Minimum', 'Minimum Mode'),
('MAXIMUM', 'Maximum', 'Maximum Mode'),
('ROUND', 'Round', 'Round Mode'),
('LESS_THAN', 'Less Than', 'Less Than Mode'),
('GREATER_THAN', 'Greater Than', 'Greater Than Mode'),
('SIGN', 'Sign', 'Sign Mode'),
('COMPARE', 'Compare', 'Compare Mode'),
('SMOOTH_MIN', 'Smooth Minimum', 'Smooth Minimum Mode'),
('SMOOTH_MAX', 'Smooth Maximum', 'Smooth Maximum Mode'),
('FRACT', 'Fraction', 'Fraction Mode'),
('MODULO', 'Modulo', 'Modulo Mode'),
('SNAP', 'Snap', 'Snap Mode'),
('WRAP', 'Wrap', 'Wrap Mode'),
('PINGPONG', 'Pingpong', 'Pingpong Mode'),
('ABSOLUTE', 'Absolute', 'Absolute Mode'),
('ROUND', 'Round', 'Round Mode'),
('FLOOR', 'Floor', 'Floor Mode'),
('CEIL', 'Ceil', 'Ceil Mode'),
('TRUNCATE', 'Truncate', 'Truncate Mode'),
('RADIANS', 'To Radians', 'To Radians Mode'),
('DEGREES', 'To Degrees', 'To Degrees Mode'),
]
# in NWBatchChangeNodes additional types/operations. Can be used as 'items' for EnumProperty.
@ -3547,7 +3601,7 @@ class NWSaveViewer(bpy.types.Operator, ExportHelper):
filename_ext: EnumProperty(
name="Format",
description="Choose the file format to save to",
items=(('.bmp', "PNG", ""),
items=(('.bmp', "BMP", ""),
('.rgb', 'IRIS', ""),
('.png', 'PNG', ""),
('.jpg', 'JPEG', ""),
@ -4102,7 +4156,7 @@ class NWSwitchShadersInputSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(shaders_input_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in shaders_input_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4113,7 +4167,7 @@ class NWSwitchShadersOutputSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(shaders_output_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in shaders_output_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4124,7 +4178,7 @@ class NWSwitchShadersShaderSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(shaders_shader_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in shaders_shader_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4135,7 +4189,7 @@ class NWSwitchShadersTextureSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(shaders_texture_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in shaders_texture_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4146,7 +4200,7 @@ class NWSwitchShadersColorSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(shaders_color_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in shaders_color_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4157,7 +4211,7 @@ class NWSwitchShadersVectorSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(shaders_vector_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in shaders_vector_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4168,7 +4222,7 @@ class NWSwitchShadersConverterSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(shaders_converter_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in shaders_converter_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4179,7 +4233,7 @@ class NWSwitchShadersLayoutSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(shaders_layout_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in shaders_layout_nodes_props:
if node_type != 'FRAME':
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4191,7 +4245,7 @@ class NWSwitchCompoInputSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(compo_input_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in compo_input_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4202,7 +4256,7 @@ class NWSwitchCompoOutputSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(compo_output_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in compo_output_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4213,7 +4267,7 @@ class NWSwitchCompoColorSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(compo_color_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in compo_color_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4224,7 +4278,7 @@ class NWSwitchCompoConverterSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(compo_converter_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in compo_converter_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4235,7 +4289,7 @@ class NWSwitchCompoFilterSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(compo_filter_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in compo_filter_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4246,7 +4300,7 @@ class NWSwitchCompoVectorSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(compo_vector_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in compo_vector_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4257,7 +4311,7 @@ class NWSwitchCompoMatteSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(compo_matte_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in compo_matte_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4268,7 +4322,7 @@ class NWSwitchCompoDistortSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(compo_distort_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in compo_distort_nodes_props:
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident
@ -4279,7 +4333,7 @@ class NWSwitchCompoLayoutSubmenu(Menu, NWBase):
def draw(self, context):
layout = self.layout
for ident, node_type, rna_name in sorted(compo_layout_nodes_props, key=lambda k: k[2]):
for ident, node_type, rna_name in compo_layout_nodes_props:
if node_type != 'FRAME':
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name)
props.to_type = ident