Age | Commit message (Collapse) | Author |
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reached
There are a couple of things that I don't like here, but it seems like
the best way to handle this for now.
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If we ever want OpenGL 3.2 core context quadstrips need to go anyway and while there is much more things that need to be done this is something that can be tackled without any mayor surgery.
And without losing any kind of compatibility with ancient GL.
Reviewers: psy-fi
Reviewed By: psy-fi
Subscribers: psy-fi
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1027
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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Useful for UI handling where its common to check multiple modifiers at once.
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Campbell once told me such checks can cause warnings on some compilers, so
let's try to avoid them.
From the theoretical view, this check works quite different than the old
one, but in this case everything should work just like previousely.
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D1019 by @gregzaal (minor edits by me).
Thanks for the patch!
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Auto-opening of pulldown menus didn't take overlapping popups into account.
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Use from eyedropper & screen operators
also define SPACE_TYPE_ANY for readability.
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Font height was ignoring DPI in some cases (camera-name & eyedropper).
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Both were maked as temp, but used often.
Now pass uiFontStyle to both, rename UI_draw_string to UI_fontstyle_draw_simple,
since its a variant of UI_fontstyle_draw that skips shadow, align... etc.
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Also adds safe-area presets.
D325 by Diego Gangl with own edits.
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Currently this is mainly useful for picking camera DOF depth.
- EKey over a distance field prompts you to pick a depth from the camera.
- WKey (Specials menu) to pick from the 3D view (when the active camera's selected).
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Seems like a weird issue, but to sort panels "qsort" is used, which works slightly different on Windows. So all I had
to do was cleaning up the logic in find_highest_panel so that headerless panels are sorted, but that it absolutly not
allows headerless panels to be above normal panels.
I made sure it works fine on Linux as well.
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This time, it's a dedicated operator user has to run before saving the file.
And it recursively check all IDs linked from each scene, therefore rendering
materials etc. previews using a scene they are used in.
Note the renderengine issue is not completely addressed this way
(existing code for icon previews seems to ignore completely other engines,
and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine
as fallback, also you can get a material linked to an hidden object in a scene, etc.).
Reviewers: sergey, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D980
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enabled in userprefs.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D970
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Just realized menu buttons are using hardmin and hardmax for a bad hack which will make the assert fail :/
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Currently, but->str should never be smaller than but->strdata, but code shall
not rely on this.
Further more, but->strdata is 'only' 128 chars, this could become limit with some
translations, if the org label is already rather long, leading to truncated str
(Chinese e.g. can only store about 40 chars in strdata).
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* don't allow Node Editor input max value to be less then min value
* avoid the num slider drawing glitch if softmin equals softmax
* assert if softmax/hardmax is smaller than softmin/hardmin
With this, we sort of allow softmin/hardmin and softmax/hardmax being the same.
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Offscreen viewport drawing wasn't properly restoring the theme.
Add API calls to store/restore the theme so it can be temporarily overridden.
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was accessing freed menu region.
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Reviewed by: Joshua Leung (aligorith)
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Also, add an optional callback to `BLI_filelist_free()` to allow freein
void poin if needed (consistency with `BLI_filelist_duplicate()`...).
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`BLI_strncpy_ensure_pad()` is also useful with current master code.
The two others (`BLI_strcmp_ignore_pad()` and `BLI_filelist_duplicate()`)
are only used in asset branch currently, but think they could be useful
in other places too, and simplifies handling of asset branch & future patch review.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D965
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also remove redundant NULL check
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Currently, code just checks whether a text-edited button uses a given icon (VIEWZOOM) to decide to apply changes on each typed char.
This patch adds a propper button flag (UI_BUT_TEXTEDIT_UPDATE) and a dedicated RNA flag (PROP_TEXTEDIT_UPDATE) for that.
It's also now usable not only for text buttons, but also for example for num buttons when in 'text edit' mode, etc.
It also fixes an actual bug, which is for text properties, in 'immediate' mode, hitting escape would not restore org value, because `ui_apply_but_TEX()` would set its orgstr to NULL on first call (giving it to `but->rename_orig` instead of copying it).
Note no change in behavior is expected from user POV.
Update for addons using that 'VIEWZOOM' icon 'feature' will follow (if any).
Reviewers: campbellbarton
Reviewed By: campbellbarton
Projects: #user_interface, #bf_blender:_next
Differential Revision: https://developer.blender.org/D938
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MovieClip/Mask/Palette/PaintCurve ID types.
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We could now also remove the win->ime_data assert in wm_window_IME_end,
but think it's better to leave it for further development.
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Differential Revision: https://developer.blender.org/D928
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* Rename "emboss" to "widget_emboss"
* Remove duplicated UI_GetThemeColor4ubv function
I made sure version bump and Save User Settings are working correctly ;P
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Original patch by @random (D765) with some minor work done by @campbell
and me.
At this place, I'd like call out a number of people who were involved and
deserve a big "Thank you!":
* At the first place @randon who developed and submitted the patch
* The Blendercn community which helped a lot with testing - espacially
* @yuzukyo, @leon_cheung and @kjym3
* @campbellbarton, @mont29 and @sergey for their help and advises during
* review
* @ton who realized the importance of this early on and asked me for
* reviewing
We are still not finished, as this is only the first part of the
implementaion, but there's more to come!
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Could happen dragging shape-keys UIList & the lower slider at once.
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