Age | Commit message (Collapse) | Author |
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This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
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Currently node group assets are supported, but using them by dragging
from the asset browser is cumbersome. This patch adds all node group
assets from user asset libraries and the current file libraries to the
add node search menu and the link drag search menu.
Node groups added through the search will have their "options" hidden,
meaning the data-block selector is displayed. This helps keep the UI
clean, and the selector shouldn't be necessary anyway.
To make that possible, metadata like the node tree type and its inputs
and outputs has to be saved in the file. This requires re-saving the
files that contain the assets with the patch applied.
The node add search operator is moved from Python to C++ to ease
development and allow more flexibility. It supports a tooltip that
gives the description of assets.
Currently the node groups are added with the asset system's existing
"Append & Reuse" behavior. It's likely that linking should be possible
in the future too, but for now the idea is to use the more foolproof
option that doesn't create dependencies between files.
Because loading assets can potentially take a long time, the search
menu refreshes its items as new assets are loaded. However, changing
the search field is necessary to see the update.
Differential Revision: https://developer.blender.org/D15568
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Whenever the user edits the query in a search box, the active (highlighted)
result resets to the first. Previously, it would remain at the last
highlighted result, jumping around as the results update.
This is better than the previous behavior. If a user highlights a choice either
on purpose or by accidental mouse movement and continues to type, it is likely
that they are not looking for the currently highlighted choice, so setting it
to the top search result is more useful.
Differential Revision: https://developer.blender.org/D15211
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Previously we would pass button state and draw information to widget
draw callbacks in a rather hacky way. Some specific flags from
`uiBut.flag` were masked out, so their bits could be reused for also
passing `uiBut.drawflag` in the same int. Instead this commit introduces
a state-info struct that can properly hold all the relevant data.
This has the advantage that it's now easier to introduce new state data
that needs to be accessible in the widget callbacks. Since we are
running out of button flags, we plan to reorganize button flags, and
split them up into multiple bitfields. In the widget drawing code, this
would have been a hassle earlier.
Also had to add a new widget callback to draw blocks as widgets (popup
backgrounds), since that would pass block flags where we would usually
pass button flags. This wasn't nice, now it's separated more clearly.
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This reverts the commits 8d9d5da13706b668b9bd0d631e00c9b00b73f3ea,
59cd616534b46ab85b4324a0886bd9eb8876a48b and
98a04ed4524234b1840dc039c2f356db5ac57f26.
The commits are causing issues with MSVC, see D14926. I'm working on a
different solution, but that will need some work.
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Needed after 98a04ed45242.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
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Autocomplete entires keep track of the length of the prefix
in `name_prefix_offset`. However, the name matching logic
was comparing the string including the prefix which resulted
in tab-completion not working (when the user didn't also type
in the prefix, typically two whitespaces).
This is fixed by passing in a char pointer after the end of
the prefix.
Additionally, some searchbox logic is moved. Previously,
`ui_searchbox_apply` would clear the entry which would mean
that `ui_searchbox_find_index` would never succeed. Now the
search box is only cleared if no match was found.
Differential Revision: https://developer.blender.org/D13483
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Ref T92709
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This will be helpful for solving a bug with search during animation
playback, T89313. I tested this on all platforms on the buildbot.
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