Age | Commit message (Collapse) | Author |
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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Resizing two text windows stacked one over the other, crashed in certain cases (i.e. when dragging the border between them down to the header of the bottom one). Was caused by division by zero, resulting in a SIGFPE (floating point exception).
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segfaults Blender
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- Clicking below the list of items in the shift+f4 databrowser could crash.
- Text window crashed when making it zero size.
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Changed getClipboard to GHOST_getClipboard and putClipboard to GHOST_putClipboard
Removed ghost calls from blender and added the calls to winlay.h and ghostwinlay.c
This cleand up casts in drawtext.c
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selection buffer.
now when you left click it checks to see if there is text selected
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- Moved WIN32 code to ghost and added code for other systems.
- Added functions getClipboard(flag), and putClipboard(buffer, flag)
-Flag is used on X11 to request selection buffer or clipboard.
-If any other system uses flag = 1 the function returns doing nothing.
- Changed ctrl +c/v and shift+ctrl + c/v to do the same thing (use the clipboard).
- Changed the menu items (copy, paste) to use the clipboard.
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See http://wiki.blender.org/index.php/BlenderDev/PyNodes and
http://wiki.blender.org/index.php/BlenderDev/PyNodes/API
For current documentation.
Very very big thanks go to William Germano for fixing the memory issues left
and for improving on the code.
In the coming time documentation will be finalised and further stabilising
of PyNodes is to be expected.
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in some cases is not correct.
This fixes a crash where python changing screens then raising an error would cause a crash.
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Patch [#7849] by Jetze van Beijma, strike 2.
The first patch fixed the size of the scroll bar, this one fixes drawing of selected text area (the redish area in the scrollbar).
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Fixed by patch #7849 by Jetze van Beijma
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the text editor window
By Jetze van Beijma
It doesn't quite fix the bug (some slight quirks left), but it's much better already, so I'm committing it.
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The if statement above this line makes it so this line will never be
true, so its not needed.
Kent
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previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
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it is to accidentally quit Blender and "lose" your work.
Even though there is quit.blend, Ton said he had no problem
with at least removing plain of 'q' for quit.
Quit Blender hotkey is now Ctrl-Q.
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non-qwerty keyboards.
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Ancient bug: texteditor input was limited to "isprint()" characters, the
default non-accented simple ascii set. I've removed that.
Now we still have a conflict with hotkey handling, so ALT+character input
won't work. But, for keyboards that have special character keys from itself,
this patch will allow typing them in Text now.
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path.
2 line fix, if text->name is not NULL its used for the path (text->name IS the path) otherwise the ID name is used.
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When using the "Load without UI" option, and having a textfile open in the
Text Editor with syntax coloring, Blender crashed. Just a missing NULL
check here.
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- pending commit for OSX intel systems, with intel graphics. These now call
an extra swapbuffers after glFlush(). Code is ifdeffed, and doesnt affect
other systems.
- show-off commit: option to have transparent nodes over the composite
result. Only draws Image for active Viewer Node now, and image doesnt
translate nor zoom (which isnt bad though).
Set in themes the alpha color of "node backdrop" to make nodes
transparent.
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clipboard!
quickly sneaked in last minute before release ;)
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RightArrow as equivalents for Home and End in Blender's text editor.
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header), the previous text block becomes active, to be consistant with scene and screen delete operations. Also makes removing all the text's within a blend a lot less tedious - (Something I do for bug report Blend's)
change to drawtext was just to comment on what pop_space_text does, names not obvious.
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Spaces or to tabs.
Adds function void convert_tabs(struct SpaceText *st, int tab)
int tab is eather 0 or 1; 1 if converting to tabs
I was going to make this auto run when running a script but did not know what that would do to the GE or any thing else.
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Highlighting would not update when you un/commented a block of code.
Contributed by Ricki Myers (themyers).
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devide by zero, just check for a zero value.
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- added decimate,boolean modifier copydata methods
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Syntax highlight in Text Window crashed with lines > 2000 chars. I now just
skip the highlighting code for these cases, it remains a bit weak code...
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alone with the following flags :
-Wall -Wno-char-subscripts -Wno-missing-braces.
the only one still worrying me is in rand.c line 57 :
rand.c:57: integer constant is too large for "long" type
but i have no clue about how correct cross-compiler and 32/64 bits friendly
see also my mail to commiter list for signed/unsigned issues
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"and" and "break").
Used the official list: http://docs.python.org/ref/keywords.html
While "as" is not a keyword, it is (should be) always used as such, so I've added it to the list too.
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Patch provided by Ricki Myers. Works quite obvious, see Theme editor too!
Notes about the provided code;
- The default syntax colors were screaming! Toned it down to match the
default dark on lightgrey background better.
- Added: initializing colors in saved themes (usiblender.c)
- The implementation of the button for this option was quite clumsy...
Blender UI options services this a lot easier.
(Same fixed for 'line numbers' option)
- Bracket matching now uses as color a mix of backdrop and the
selected-text color. Noticed my texteditor did it too...
-> I really miss comments in code describing a little bit the thought
process behind the code. Like a short introduction on this feature
in the top of the drawtext.c, little remarks on new functions.
ALso in patch tracker or the mailinglist no docs was mentioned?
-> drawtext.c now gets messy quickly... lack of overview, structure,
and confusing mix of personal coding styles.
For not-active supported code dangerous...
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#2437 from the Patch Tracker.
Contributed by Ricki Myers (themyers). Thanks!
Highlight color is set in UserPref theme colors.
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from Ricki Myers (themyers).
Comes with nice juicy commit msg, too!
- source/blender/blenkernel/BKE_text.h
- Removed indent_paste, uncommen, unindent_lines, comment_paste,
uncomment_paste, uncomment, set_tabs.
All these functions cut and re-added text (I felt this was
unsafe). whicch is was caused the highlight loss.
- Now the only functions are Indent, Unindent, comment, uncomment,
setcurr_tab. All these functions only take one @parm (struct Text)
-indent(struct Text *text)
copy's the selected text in a MEM_mallocN line by line added a
tab at the begginning
- Unindent(struct Text *text)
Tests if current line starts with a tab.
if TAB remove it
- comment(struct Text *text)
copy's the selected text in a MEM_mallocN and adding a # at the begginning
- Uncomment(struct Text *text)
Tests if current line starts with a #.
if # remove it
- setcurr_tab (Text *text)
Checks for Tabs pri. to any text
if : is found and not in a comment then Tabs is increased by one
if "return", "break", "pass" is found then Tabs is decreased
- blender/source/blender/src/header_text.c
Changed: txt_cut_sel(text);
indent_paste(text);
TO:
txt_order_cursors(text);
indent(text);
* no more cutting of the text
- source/blender/src/drawtext.c
set_tabs(Text *text) just calls setcurr_tab(text);
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- Scripts:
fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus.
cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu).
small updates to help_browser.py script.
The above changes are related to this:
- Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there.
- Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ).
- Modules:
Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode.
NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work).
- Bugs fixed:
#2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9
Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does.
#1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9
Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script").
Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython.
- Removed a few warnings here and there and also updated docs.
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lot of casts, added prototypes, missing includes and some true errors
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- fixed bug #1882: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1882&group_id=9
Crash / hang when changing meshes that had edge data. The mesh->totedge value was not being set to 0. Reported by jms, thanks.
- fixed bug #1780: https://projects.blender.org/tracker/index.php?func=detail&aid=1780&group_id=9&atid=125.
Deleting a Text that was being used as script link crashed Blender. Added a check to unlink the Text from eventual script links when it gets removed. Reported by kaito, thanks.
- doc updates (one related to bug #1807: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1807&group_id=9 , actually a little misleading word in the NMesh doc: you can get the subsurfed mesh with NMesh.GetRawFromObject, but it's the display subdivision level that counts).
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Rotate edges was unfinished still, and not supposed to work on large
selections. Code cleaned up some, and restricted to work on a single
selected edge, or two adjacent selected faces.
Also changed menu description, and give error() on wrong selection.
2) Fix for undo mixup in texteditor
Global hotkey list now passes on ctrl+z (global undo) to local queue
in textwindow. (Also for ctrl+y). Scriptwindow also doesn't accept
global undo key.
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TABKEY indents current selection.
SHIFT-TABKEY unindents current selection.
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adds new features for indenting and commenting.
Note: I am not sure if the best menu spot for these features
is under the Select menu, but we can argue about that later.
They do work on a selection, though.
from the mailing list post:
1&2. Added Indent/Unindent under Edit->Select
just select the text you want to indent and go to the menu (
note if nothing is selected Indent will just indent ( tab )
the line the line )
3&4. Added Comment/Uncomment to the same menu
same applies as above
5. Added Tab setting on the menu bar in text editor
Sets the number of spaces a tab ==
changing the setting will change the hole script
6. Added Auto indent
when you hit enter it goes to the next line at the same
tab number and the line above it ( needs more testing and input)
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CTRL+ALT+F was supposed to give a button popup to type a search string.
thanks to reordering code in oct last year this didnt work anymore, only
the first time.
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- hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms);
- bevel_center by Loic Berthe, suggested for inclusion by jms;
- doc_browser, by Daniel Dunbar (Zr)
Thanks to them for the new contributions!
(I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?)
BPython related:
- Added scriptlink methods to object, lamp, camera and world.
- Object: added object.makeTrack and object.clearTrack (old track method).
- sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither.
- doc updates and fixes.
- made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data.
- Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...)
- Draw: added mouse wheel events.
- Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate".
The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
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