Age | Commit message (Collapse) | Author |
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- User preferences header at the bottom.
- Action header at the top.
Now all editors accessible from the menu have their header at the top,
default layout for the timeline remains at the bottom.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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- Default Lamp increased strength (10x stronger)
- 3D View & Camera Lens = 50mm
- Camera film size = 36x24mm Full Frame
- Render Size Percentage = 100%
- Render Display = New Window
- Scene Units = Metric
- Color Management View = Filmic
- Workbench Object Overlap = ON
- Headers on top for all editors, except the Timeline at the bottom
- Default Properties tab = Object Properties
- Generate UV's = ON
See T47064
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Requiring context means we can't easily create new editors to replace deprecated
ones in versioning code.
Think it's reasonable to give editors access to scene and area data for their
initial setup though. They mostly need it for setting "the view", as in,
scrolling values.
Also did minor cleanup in top-bar creation function.
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From workspaces branch
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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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Apparently this is the result of some sloppiness during 2.5 project and since then it confused people who were trying to understand the area-region relation (myself included).
Sorry if this causes merge conflicts for anyone, but at some point we really had to do it :/
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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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remove MEM_sys_types.h which was a duplicate.
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include conflicts later on.
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in user preferences in place.
New scroller code made user pref scroller jump back on activating add-ons,
because that causes a full blender system refresh.
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Now scrollbars correctly hide and show, making space for the actual contents
in a region. It solves several old hacks, and puts view2d code a bit more
back in control as well.
Implementation notes:
- The view2d mask feature is working again
- The #define V2D_SCROLL_HORIZONTAL_HIDE means: "turn on hiding".
- Code for UI_view2d_region_reinit() is enforcing better standard view settings
But... two hack/patches needed to be added:
- Region panel drawing: if after generating the button panels it appears
a scroller hides or reveils, it calls all the generating code again.
(a simple scale doesn't work due to rounding differences in layout code)
- View2d code that maps 'tot' and 'cur' rects: if this code detects that
the mask changes, it calcs the map code again.
Also a bugfix (issue in 2.65)
- The left/bottom area split widget was drawing 1 pixel too large sometimes,
leaving bad trails on moving area dividers.
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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http://markmail.org/message/fp7ozcywxum3ar7n
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blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
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In some cases the User Preferences UI was "vibrating" on redraws.
Could only be redone by some, but this fix is confirmed to work.
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The butterfly wing flap, causing a nice storm in the rest of blender.
Now all dependencies should point ok again. CMakers, do double-test.
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header static for blenlib, blenkernel and editors.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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and endif() which is no longer needed.
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reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
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by cmake devs.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
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- remove MEM_guardedalloc.h from header files (include directly)
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Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
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