Age | Commit message (Collapse) | Author |
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build flag is off.
The Datablocks display mode still shows line style ID datablocks to keep track of line styles
hidden from user interactions in the Properties window.
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4ca67869cc7a."
This reverts commit a47a4ef82f37428d391cc14a30fa611d6714e71d.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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Remove KeyMap mode from outliner, was an old half-finished features redondant with user preferences settings...
Also moved key map item's "event type to map type" and map type defines at WM level, this is too much generic to be at RNA level.
Also added a check in versionning code to convert all outdated outliner modes to a valid one (seems old 'verse' ones were not handled as well).
Thanks to Brecht for reviews and advices!
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Freestyle is not enabled.
Line style data blocks are shown in the outliner only when the Blender Internal is used.
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not enabled.
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had to be done in every file using fnmatch (autoexec.c did not, wonder how it could work under unix???).
Thanks to Brecht for noting this!
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In previous optimization in outliner I assumed that order in treehash was not important.
But testing outliner in datablocks mode revealed a problem: when user expands multiple recursive levels and then closes any element, it always closed the top level of recursion.
Now it should work fine with recursive trees.
Now treehash contains groups of elements indexed by (id,nr,type). Adding an element with the same (id,nr,type) results in appending it to existing group. No duplicates are possible in treehash.
This commit should also make lookups a little bit faster, because searching in small arrays by "used" is faster than searching in hashtable with duplicates by "id,nr,type,used".
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ghash/edgehash.
the outliner does this intentionally, so add a flag to allow this situation optionally.
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present on 2 Scenes
This is done by fixing logic for finding the first unused element in treehash.
The blend file from [36486] also exposes a memleak, but it should be addressed separately.
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check so DM_to_mesh() can have a NULL object passed (currently not used) and remove redundant NULL check.
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was using the wrong flag variable for toggling render layers, was setting pass flags instead of the layer on/off flag.
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- performance of outliner was low because of unoptimal data structures.
- now it uses BLI_mempool instead of custom mempool and GHash to make searches for duplicates faster.
- also fix undesired behaviour of BLI_mempool_as_arrayN
thanks to Campbell Barton and Lukas Tönne for helping me get a better fix put together.
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This significantly lowers the position of outliner_draw_tree_element in profiler
and partially fixes [#36260] (2,300 Objects Makes Blender Unresponsive)
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- memset() was argument was truncated.
- outliner had redundant NULL check.
- node texture was allocating memory to make a unique name which isnt needed for a fixed size string.
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indent.
also indent case's within the switch (we already did both of these almost everywhere)
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character. also remove some dead code (return directly after return).
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is used slightly but this isn't so important so just remove falloff adjustment.
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Outliner was drawing "Animation" category even when no actions/strips/drivers existed.
Would happen after adding Action and unlinking it.
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New "Blender file" viewer now shows names of libraries better.
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closed/re-opened.
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- The new "Main Data" option is now under the category "Blender File".
- That category also displays the Linked Library files.
(Including allows browsing what's used from this file)
Also fixed CTRL+click on names, crashed.
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New Outliner mode: "Main Data".
This shows a flattened, non-hierarchical list of all linkable "ID" data in
your current project. It works fine on searches. Actually this is the
view on the "Main" database in Blender, the one that's saved in a .blend.
This is in general more useful than the "Datablocks" viewer,
which is not searchable, and shows every property of data as well.
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BLI_sprintfN when invalid args are given.
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also remove some redundant conversions int -> short -> int
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then defines.
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for by any callers (ie - it would crash later if the arg was NULL anyway)
also comment on the speed of check_persistent()
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autocomplete will allocate a sequencer.
... instead add scene.sequencer_editor_create / clear, these match id.animation_data_* functions.
- refactor for names, for scene level functions call them BKE_sequencer_*
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