Age | Commit message (Collapse) | Author |
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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second fix from this report which makes the menu show tips even when 'bl_property' isn't set.
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changing the hue in a color picker on a panel when black/white was selected would fail because the hue from the previous state wasnt stored.
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each other depending on the view)
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trackpad to wheel events.
if you moved your mouse fast over a button the event would get converted to a wheel, even if the input event wasnt a MOUSEPAN event.
When Alt was held this was noticable because Alt+Wheel changes button values.
added an assert to avoid this happening again.
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checking that they are not modified).
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53132 which changed the RNA index to -1 for these. Also made it so that these
buttons no longer display "Insert Single Keyframe" and only "Insert Keyframe"
as you can't edit individual components here so it's only confusing.
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can't not have an active UV map.
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didnt support un-grabbing at the new slider location.
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without NPOT support. Was wrong stride used for memcpy leading
to wrong memory writes in def_internal_icon.
It's a regression since matcap commit.
Should fix the following reports:
- #33993: Crash on Blender startup (Vista x32)
- #33996: Latest build crashes on win xp
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Headerless panels are not supposed to be closed ever. But if user saves a blend with a stardard panel closed, then dev decides to make this panel headerless, when user open again its blend, the panel is closed and has no more header, so it becomes invisible!
This commit simply checks, at draw time, that a headerless panel is never closed (and repoen it if necessary)!
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Oops! So there was an Unpack button, hidden in the Nkey properties of Image window.
This was drawn next to greyed-out buttons, didn't notice it well.
I also now found the unpack() menu in editors/util, and there's an Image unpack op.
Also the RNA api has an unpack!
Will remove the generic unpack op, and add a sound and vfont unpack instead.
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- The "ID" buttons (for browse images, for example) now show a Pack icon, for packed
Images. Using this button allows unpack.
- Pack and unpack operations now give a Info report on what happened.
- Not restored yet: option to set "AutoPack".
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previous commit (54102) actually reintroduces an old bug where Blender sigfaults when
the sensor and controllers are not from the active object.
The real fix for report #33746 is to clear the "object" property after the operator ran.
I'm not sure why when I call the operator from command line the property is cleared, but not
when I called it from C. Either way all should be working now.
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(live from the global game jam Vancouver ;)
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insensitive for int buttons.
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Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport
Implementation notes:
- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
(It's mostly intended to aid modeling/sculpt)
- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
won't affect rendering or materials.
- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender.
It doesn't take memory or cpu time, until you use it.
- Brush Icons and Matcaps use same code now, and only get generated/allocated on
actually using it (instead of on startup).
- The current set might get new or different images still, based on user feedback.
- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get
freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.
- Loading own matcap image files will be added later. That needs design and code work
to get it stable and memory-friendly.
- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
Material previews, which has its limits... especially for textured previews the
normal-mapped matcap won't look good.
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ui_draw_aligned_panel
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from Gavin Howard (gdh)
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not entirely select the start of the text.
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and no need to calloc memory for string selection.
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Ancient issue: on much zoomed in UIs, text selecting or cursor placement
in Text-input buttons was off.
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also - when expanding rna enums into existing menus - don't nest inside a row/column.
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- cycles ui used 'cscene' for scene.cycles and scene.cycles_curves
- style cleanup
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context arrow wasn't scaling with the DPI.
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Y values/.
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Ancient annoying thing for zooming in 2d views: when a view was restricted to keep
aspect ratio, it only allowed vertical or horizontal MMB-drag zooms, depending
portrait or landscape size of editors. Same for trackpad and magic mouse.
Now vertical zoom drag always works for editors like buttons, nodes.
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Post 2.65a issue
Now scrollbars appear/disappear correctly, a bug in checking if mouse clicks
where on panel headers popped up. That disabled using scrollers next to a
panel header.
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to float values.
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Blender's data link button (typically with menu and searching options)
now has a X icon to clear its contents.
Before you had to click, delete text, enter.
For example:
- Object Parent
- Modifier objects or vertexgroups
This fix saves each user 100 clicks per day, with 100k users
that's 3 billion clicks per year!
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registering/unregistering.
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could leave the interface pointing to freed memory.
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almost certainly a typo/accident.
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