Age | Commit message (Collapse) | Author |
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operator.
It's needed especially for the menu entry "recover auto save" where you'd like to have the files sorted by date most of the time but it could be useful in other places too.
There should be no functional change in other areas, I just added the missing parameter (FILE_SORT_ALPHA).
Was a request from @sebastian_k at #BCon13, so at least one guy needs it ;)
Reviewers: mont29
Reviewed By: mont29
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D1476
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- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
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The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
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The issue was caused by wrong fix for T22741 which forced redraws on any window
event, like Expose. Use proper NV_WM | ND_UNDO listener instead,
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Another instance of T44376.
Crash where the Python context would access a stale pointer to the active object.
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Removing a scene from the buttons window would crash from a Python operator.
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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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reported by gooseberry team.
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where possible.
This avoids one lookup in optypes list...
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Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
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Operators that trigger UI events (but nothing else)
were using 'CANCELLED' making it impossible to tell if an invoke
function failed, or opened a menu.
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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NC_SCENE | ND_WORLD was not handled by buttons space...
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The function is to retrieve the active line style ID datablock from a scene and
there is nothing related to bContext.
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The issue has been introduced in 1fabfc9 by changing
notifiers being sent.
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WITH_FREESTYLE build flag is off.
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texture properties context.
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Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle
Reviewed By: brecht, kjym3
Differential Revision: https://developer.blender.org/D246
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Opted to keep includes if they are used indirectly (even if removing is possible).
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Issue here was that buttons_texture_context_compute() was getting scene from (button-customized) context,
before the button paths (and hence, context) had been updated. So after an undo, it was getting an invalid
(freed by undo) scene pointer.
Now update BCONTEXT_SCENE path before calling buttons_texture_context_compute().
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'scene' was simply not handled in button context.
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Reviewed By: mont29
Differential Revision: https://developer.blender.org/D328
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Vertex Groups Panel
I set ND_VERTEX_GROUP to update the buttons.
Reviewed by: Lukas Toenne
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Tweak some more 'middle clipping' (zoom issues).
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commit 6f97e194e58aab38d351c796bf7bb6abca33f5f9
Author: Bastien Montagne <montagne29@wanadoo.fr>
Date: Wed Nov 20 21:18:20 2013 +0100
Code cleanup: Move some uiBut->flag to uiBut->drawflag, make those flags anonymous enums.
Summary:
Make some room in but->flag (I did not add another flag, we already have drawflag, which was nearly not used up till now).
Note: I’m not sure whether REDALERT (and perhaps even DISABLED?) should not go to but->drawflag as well...
Related to D8
Reviewers: brecht
Differential Revision: http://developer.blender.org/D22
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OPERATOR_CANCELLED.
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That was not really a bug (code working as expected), but the way tex context was handled was a bit raw, now it is much smarter:
* Default fallback context (when current one is no more valid) will now choose "most specific" ones first (i.e. material/lamp/particules before world and "others").
* When using that default fallback context, previous one is stored and we try to revive it later, if possible. Thus e.g. object[mat tex ctxt] -> empty[default world ctxt] -> object[mat tex ctxt] is now working as expected.
* However, when user explicitely or implicitely (through e.g. going to Material context...) sets a tex context, previous one is not stored, so that only default fallback context switch may later automatically revive a previous (presumably user-set) context.
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(uiPopupBlockHandle.retvec size)
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- boids random option was falling through to average.
- (NC_OBJECT | ND_DRAW) notifier was falling through to ND_SHADING button preview updates.
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node materials.
Area and region listener callbacks now get the screen and area pointers passed, so
they can do more fine grained checks to see if redraw is really needed, for example
depending on the 3D view drawtype.
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