Age | Commit message (Collapse) | Author |
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and scons)
when python is disabled videotextures are not built.
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Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
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from 2.4x and apply kazanbas's updates.
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appear upside-down (foreach_set?) and materials don't import.
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doing make twice would avoid this, but that's not very convenient.
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minor changes.
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*note in order to build blenderplayer with cmake+msvc one needs to comment all smoke references in stubs.c
- scons + msvc is building fine (raising some warnings for the smole references though)
- cmake in linux should be building as well (the smoke references were inserted in stubs to please this building environment IIRC)
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Seems to have been a copy+paste error (code for Vertex Color adding was pasted in place of texture paint). Restored the code from an earlier revision (from another file).
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Hopefully this fixes all of the cases which broke.
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Create new orientation is now Ctrl-Alt-Space (Alt-Space is select orientation and the old ctrl-shift-c is taken by add constraints).
New orientation panel in 3d view sidebar (nkey) has operator buttons for select, create and delete. Eventually, this should become a list.
Note that orientation operators are missing notifiers to properly redraw the 3d view and its header properly.
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blocking the user when opening a menu. Material and texture buttons now
display these icons in the list. Also fixes #19387, icon and full preview
render at the same time would crash.
I'm not really convinced this is thread-safe, but on the other hand also
not sure regular preview render is really thread-safe yet.
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changed to diffuse_intensity.
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a "path" property, now it will just give a warning.
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library loading was using some non-public OS X functions, which give
linking issues for me. Since OS X 10.3 standard unix dlopen() is
supported, so I just removed this code, we don't support earlier
versions anyway.
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and showing unneeded triangles (+ buttons in Boids Brain).
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extern/ soon)
* remove reference to docs SConscript
* python dbg commit - somehow this one was left uncommitted when I was working on r23465 and r23464
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changed with the file path changes, the reason to check this first
is that it allows to edit py scripts without having to run the
build system for each change.
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preferences were saved from a separate window. Missing transfor of
active window state to the new window.
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quad view, got wrong context.
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no editable particles.
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partially back in object mode, disabling e.g. X delete.
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still disappear too soon, but this is an issue in the icon system,
same happens on all buttons, will have a fix for this later.
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* Move mesh API functions to mesh_data.c, would like to keep
RNA layer fairly thin, any non-trivial functions shoud be
in their modules.
* Replace mesh.create_copy by generic id.copy.
* Fix #19250: Mesh.add_geometry() in editmode fails silently,
now gives an error.
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fix implicit declaration too.
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* The code to draw only visible items was not working, giving slow
performance with many files (bug #19469).
* Fix detailed list display on non-windows, would give overlapping text.
* Fix folders with many files not displaying all items, changed short to
int in various places, was overflowing.
* Recreate layout on area resizes, file view gets out of sync otherwise.
* Workaround for v2d height not being correct with image display due to
scrollers.
* Fix view2d code to compute minimum scroller size, this would make the
scroller go outside of its bounds.
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This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations.
I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted).
General Notes:
* By default, Objects still default to using Eulers, while Bones will use Quaternions by default still.
* I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later).
* Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
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[#8358] Performance regression with raytraced refraction (from Matt Ebb)
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float to byte was not working correct.
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zoomed in, needed to make view2d offset for pixel rounding dependent
on zoom level.
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- added bpy.sys as a python module - with bpy.sys.expandpath()
- moved bpy.ops into scripts/modules
- moved autocomplete into its own module from space_console.py
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slide operator in the last operator panel, and uncommented a line in the remove doubles op that was making it not work (and tweaked the rna limits a bit there, too).
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- moved release/io and release/ui into release/scripts/io, ui
- updated scons, cmake, make
When porting 2.4x scripts back, use a command like this so as not to loose the commit history...
svn cp https://svn.blender.org/svnroot/bf-blender/branches/blender2.4/release/scripts/raw_import.py release/scripts/io/import_raw.py
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targets. Thanks to Brecht who pointed out a simple but efficient optimization in SVD decomposition.
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* Some Code and Whitespace Cleanup.
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* Added missing RNA wrapping for Scene -> AnimData
* Fixed bug (with temp-fix) where sequence strips with no names couldn't be animated properly. Currently, this will just use the index of the strip, although that is likely to be mutable (adding/removing strips will change it).
* Removed some old unused code from action.c
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the necessity of bpy.sys.expandpath().
Added missing Object.dupli_list.
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single function.
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Main Feature:
* It is now possible to choose which AnimData block is the 'active' one for editing, and/or select them too. AnimData blocks are generally the dark blue and lighter-blue expanders (i.e. Scene, Object, Camera, Lamp, Curve, Armature, etc.)
* Objects are no longer selected/deselected when AKEY is used to toggle selection of channels. This was getting a bit annoying.
* Following on from selection of AnimData blocks, it is now possible to select/make active an AnimData block in the animation editors, and change the active action for that block via the 'Animation Data' panel in NLA Editor's properties region.
--> Be aware that user-counts are not totally handled correctly there yet, so some funky behaviour might be seen...
--> It is possible to assign a new action, or to assign an existing one, allowing to switch between actions as in the past with Actions/IPO Editors...
Other tweaks:
* Some code tweaks towards making the 'Euler Filter' feature for Graph Editor working sometime soon
* Added some backend code for snapping the values of keyframes to a single value. Still need to work out some UI for it though.
* Shuffled the code for ACT_OT_new() around, and removed the poll() callback so that it worked in NLA too.
* Fixed some more notifier bugs with deleting bones and a few other editmode operations for Armatures.
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* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists
* Adopted two property ranges
* Changed the mixdown volume to set the device volume instead of the volume of every sound.
I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
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web interface in a browser.
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