Age | Commit message (Collapse) | Author |
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The basic shader needs to be temporarily disabled in this case.
Add macros for temp store/restoring the state.
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This covers the following workflow. Animator will disable Update All 3D views
in order to get quick playback in a particular 3D editor. However, it also
handy to see playback in all editors and image editors to see comparison of
animation and reference footage.
So the idea here is to refresh reasonable editors when playback is invoked
from animation editors.
Commit to make Hjalti happy.
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Some languages like Chinese or Japanese take three or four bytes per char...
Also fixed some missing translation markers for UI header messages.
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This commit avoids draw of invisible parts of image in image editor,
making it faster to re-draw the image.
Especially handy when painting on a high-res image when zoomed-in.
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valid pointer!
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Cursor is now set to standard arrow-cursor when opening menu, and reset to previous one when closing it. Previously it just stayed as it was before, e.g. the edit mode cross-cursor stayed active even if a menu was opened.
Fixes T48192.
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make it easier to navigate
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Steps to reproduce fixed glitches were:
* Change any editor to be file browser from menu, Ctrl+O *from the file browser area*, Esc -> area reset to what it was before changing to file browser initially
* Ctrl+O from any area, F12, Esc -> returns to initial editor in full-screen (expected is file browser in full-screen)
Fixes T46229
Core of the fix is removing old area from spacedata list when going back to previous area (see ED_area_prevspace -> BKE_spacedata_remove). Also, when creating a new temp area we now don't exit old area anymore (needed so SpaceFile->op is kept, but it also makes sense in general)
Aaand finally removes some ugly hacks.
Tested quite a bit, so I think it's safe to apply (besides of remark below), just would like to get things double checked and confirmed. After all, this full-screen stuff finally starts to feel like it's working :P
Note, there's still a memory leak when quitting Blender with temp area open. Haven't found out how to solve yet, but it's not that important for review anyway.
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: plyczkowski, Blendify
Maniphest Tasks: T46229
Differential Revision: https://developer.blender.org/D1531
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wmOrtho2_region_pixelspace and wmOrtho2_region_ui were doing exact same thing since rBSa86482f81cf3.
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* Added a new API function to test if a GPencil layer is visible or not
* Replaced all editability checks with this new "super check"
* Replaced all magic number thresholds for opacity visiblity with a single define
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This is useful when you want visible + editable objects, but you don't
want to require the items to be selected as well.
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Useful for progress ETA to continuously update.
This adds API option not to activate new regions GL state which isn't needed in many cases.
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One draw call for all screen area outlines instead of one per line.
(Two for retina displays)
One draw call for area split line instead of two.
En/Disable GL_BLEND once for area join arrow instead of twice.
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Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
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Screenshot ignored errors, some render code printed 'Saved' without checking for failure.
note: errno is now cleared from IMB_saveiff so all callers don't need to.
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Everything I've tested works fine without these hacks. Variety of Mac, Linux, Windows, Intel, nVidia, AMD.
If these workarounds are for old unsupported systems let's clean house.
Reviewers: #opengl_gfx
Differential Revision: https://developer.blender.org/D1707
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While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
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- no need to allocate client memory up front
- delete unneeded GL calls
- set default alpha test function on exit
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The is intended to replace the deprecated glPolygonStipple() calls with a shader
based alternative, once we switch over to GLSL shaders.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D1688
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This commit merges all the work done in the GPencil_Editing_Stage3 branch
as of ef2aecf2db981b5344e0d14e7f074f1742b0b2f7 into master. For more details
about the changes that this brings, see the WIP release notes:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/GPencil
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Comment says this is from the MacOS 10.5 era. Surely it’s been fixed by
now. If nobody complains in the next few months let’s delete this.
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It’s still immediate mode, but at least it’s shorter & clearer.
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Differential Revision: https://developer.blender.org/D1645
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Place non-editor related keymaps together, place animation editor keymaps together, move 'Header' keymap (which had exactly 1 entry) into 'Screen' keymap, move SCREEN_OT_header (for showing/hiding header) into 'Header' keymap.
Again, this shouldn't break any key configs, but key configs that contain SCREEN_OT_header will add an entry for this under 'Screen' again. Just a very minor glitch.
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Differential Revision: https://developer.blender.org/D1549
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Report an error instead of crashing if a new window can't be created
(typically caused by bad drivers).
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- Match layout from stamp buffer (note last so it can wrap)
- Correct vertical spacing (didn't take decender into account)
- Use U.pixelsize when setting font-size.
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Was silently failing.
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Did a fullscreen check in a function that should only be called in fullscreen mode. Not a big deal, but bad API practice.
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IMAGE_OT_save_as assumes that active area is an Image Editor and the logic that should return to image editor after saving didn't run after fullscreen was manually exited.
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