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The previous implementation was a quick workaround of C++ const references.
Also removed the unused 'borrowed' flag from the Python wrapper of FrsMaterial.
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Major API updates were made as in part 3 to address code review comments.
This revision focuses on Python wrappers of C++ iterators.
* Most getter/setter methods were reimplemented as attributes using PyGetSetDef.
* The naming of methods and attributes was fixed to follow the naming conventions
of the Blender Python API (i.e., lower case + underscores for methods and attributes,
and CamelCase for classes). The only irregular naming change is the following, to
better indicate the functionality:
- ChainingIterator: getVertex --> next_vertex
* In addition, some code clean-up was done in both C++ and Python. Also duplicated
definitions of predicate classes were removed.
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clean-up.
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Without const, I had the following error:
/home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp: In function ‘PyObject* ViewMap_scene_bbox_get(BPy_ViewMap*, void*)’:
/home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp:120:54: error: invalid initialization of non-const reference of type ‘BBox<VecMat::Vec3<double> >&’ from an rvalue of type ‘BBox<VecMat::Vec3<double> >’
In file included from /home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp:3:0:
/home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_Convert.h:81:12: error: in passing argument 1 of ‘PyObject* BPy_BBox_from_BBox(BBox<VecMat::Vec3<double> >&)’
/home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp:121:1: warning: control reaches end of non-void function [-Wreturn-type]
make[2]: *** [source/blender/freestyle/CMakeFiles/bf_freestyle.dir/intern/python/BPy_ViewMap.cpp.o] Erreur 1
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Major API updates were made to address code review comments.
This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e.,
Interface0D and Interface1D, as well as their subclasses).
* Most getter/setter methods were reimplemented as attributes using PyGetSetDef.
Vector attributes are now implemented based on mathutils callbacks. Boolean
attributes now only accept boolean values.
* The __getitem__ method was removed and the Sequence protocol was used instead.
* The naming of methods and attributes was fixed to follow the naming conventions
of the Blender Python API (i.e., lower case + underscores for methods and attributes,
and CamelCase for classes). Some naming inconsistency within the Freestyle Python
API was also addressed.
* The Freestyle API had a number of method names including prefix/suffix "A" and
"B", and their meanings were inconsistent (i.e., referring to different things
depending on the classes). The names with these two letters were replaced with
more straightforward names. Also some attribute names were changed so as to indicate
the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line
with other names explicitly indicating what the value is (e.g., SVertex.viewvertex).
* In addition, some code clean-up was done in both C++ and Python.
Notes:
In summary, the following irregular naming changes were made through this revision
(those resulting from regular changes of naming conventions are not listed):
- CurvePoint: {A,B} --> {first,second}_svertex
- FEdge: vertex{A,B} --> {first,second}_svertex
- FEdge: {next,previous}Edge --> {next,previous}_fedge
- FEdgeSharp: normal{A,B} --> normal_{right,left}
- FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left}
- FEdgeSharp: {a,b}Material --> material_{right,left}
- FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left}
- FrsCurve: empty --> is_empty
- FrsCurve: nSegments --> segments_size
- TVertex: mate() --> get_mate()
- ViewEdge: fedge{A,B} --> {first,last}_fedge
- ViewEdge: setaShape, aShape --> occlude
- ViewEdge: {A,B} --> {first,last}_viewvertex
- ViewMap: getScene3dBBox --> scene_bbox
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quick trials of different approaches to performance improvement.
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small "error"
parameter value. The problem was caused by a null pointer reference in CurvePiece::error()
resulting from incorrect lengths of subdivided curves calculated in CurvePiece::subdivide().
Problem report by IRIE Shinsuke with a GDB backtrace log, many thanks!
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Conflicts resolved:
release/datafiles/startup.blend
release/scripts/startup/bl_ui/properties_render.py
source/blender/SConscript
source/blender/blenloader/intern/readfile.c
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calltips.
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eg: ("A" if test else "B")
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This should make them much easier to browse.
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(e.g. console toggling under linux does not exists).
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translated previously, now they use bpy.app.translations.pgettext). Also pleas avoid complex py statements in 'text' values (like 'text="foo" if cond else "bar"'), thes make message extraction script fails!
And another "final point in UI message" removal!
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RNA property (see comment in code for details).
Also made some minor optimization.
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Multilayer files saved from Maya (and I bet others) store the 'primary' layer without
layer or pass name, just as R G B A. Allows viewers to show stuff too, I guess.
Blender now reads this as well, just allowing an empty string for the layer and pass.
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option to disable unit settings during import.
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scanfill result.
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'--factory-startup'
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Tss tss! :)
This bug (since Jan 26) made Material options get cleared on using GE once.
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Fixes cache not being invalidated when using change collision shape and
calculate mass operators.
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This will preserve constraint <-> rigid body realationships so
constraint setups aren't broken after duplication.
Based on a patch by Brandon Hechinger (jaggz), thanks.
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We don't have proper icons yet.
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Project the triangle pair into 2d coords before measuring.
before/after - http://www.graphicall.org/ftp/ideasman42/beauty_fill_fix.png
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enough in some cases and would make beauty fill fail.
now rotate the coords before calculation.
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Previously jumpCount was only getting reset to 0 if the character was on the ground while jump() was being called. This works alright internally for double jumping, but it made things awkward if a user wanted to check jumpCount before calling jump() (i.e., before jumpCount was updated).
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better performance. Added logging messages
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Basically they're aimed to solve issues when scene with sky
was used for compositing. If compo used alpha output result
of current trunk would be completely different form hwo it
was before.
Two heuristics here:
- If there's no world or world color is black, it completely
equals to straight alpha mode, no further magic is needed
to preserve compatibility
- If scene is used as Render Layer node and something is
connected to Alpha output of this node, ensure alpha mode
for this scene is set to Premultiplied.
Basically it shall give better compatibility and make
4K mango project just happy! :)
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that???).
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Satoshi Yamasaki aka yamyam, thanks!).
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The use alpha option moved from the texture datablock to the image, and now it
will duplicate the image datablock in case you have one texture using alpha and
the other not.
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code (just realized that flag value was wrong, probably own typo in a previous commit :/ ).
That "trick" was nice when introduced, but it became kind of a pita since we added translation contexts...
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of UI functions:
* No context-aware at all.
* Always translated (when i18n was enabled).
Now, it will try tu use RNA struct/property context if available, unless you specify a context within optional "text_ctxt" parameter.
And you can prevent translation by setting 'translate' parameter to False (is True by default).
Will clean up code in a later commit (remove PROP_STRING_PY_TRANSLATE flag and related code), and also fix uilist templates to translate no more materials/textures/etc. names!
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(All 8 reports in tracker for selection failures were linux...)
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As per discussion and analysis of all trackpad usage, we now
follow this convention:
- Blender follows system setting for trackpad direction preference.
- If you set your system to "natural" scroll, we need to invert a couple
of cases in Blender we do "natural" already. Like:
- view rotate (the inversed option just never feels ok)
- scroll active items in list or pulldown menu (up/down is absolute)
- ALT+scroll values in buttons (up/down is absolute)
The new User Preference setting "Trackpad Natural" handles this.
For 2.66 we only have trackpad handling for OS X... so this isn't
affecting trackpad usage in Windows and Linux, which stick to be mapped
to Scroll Wheel still.
(Note: viewrotate now is "natural" always, changing how it worked in the
past weeks).
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from Shinsuke Irie (irie)
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Simply clamp label position from bottom.
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Issue is solved for painting on byte buffer with default sRGB display enabled.
In this case it is possible to skip any color space transform and just apply
dither if needed.
Still not sure if there's a regression in painting on flaots or not, will
continue investigation.
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