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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this was silly anyway since it always gave an error.
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- on unix BLI_diskfree was only using 100 chars for the dir name, and
not checking if the name given was longer, increased to FILE_MAXDIR
(160) and added a check, return -1 if its too long.
The file selector only allowed 80 chars to be typed into the directory
entry.
Made the file selector check that the path is less then FILE_MIXDIR, if
you try and enter a path thats longer it will tell you that the path is
too long, before it was writing into other memory and crashing.
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Recent font preview commit didn't have the proper enclosing #ifdef INTERNATIONAL
blocks. Honestly, I have no idea why we bother, but added them anyway.
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color.
scripttemplate_object_edit.py - new script template for objects.
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Please read:
http://www.blender3d.org/cms/Imaging.834.0.html
Or in short:
- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images
Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
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- Outliner now shows hierarchy for Libraries, indicating which Library
files invoked loading another.
- SHIFT+F1 "Append" browser has a Library menu, allowing to directly browse
into all open library files. This will prevent accidents like re-opening
a same .blend via another path.
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the info text in file window sometimes displayed in wrong scale.
Moved order of drawing to ensure this cannot happen.
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rounded theme, hope this doesn't mess you up Broken)
Aligned filesel buttons|text entry- looked arse also.
Added tooltips for filesel text entry- "Type in dir to create" and "+/- increment" or somthing like that.
- Cam
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agreed by broken, stivs, antont, Unamed and me thanks
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data. This functionality is going to be in Outliner, for now only use
for testing while consulting me. :)
Usage: New option in SHIFT+F1 append window, "Sync Pose". When pressed, you
can append/load an *Object* of type Armature, this then replaces its
Armature and Pose with the selected Objects. After that it deletes the
appended object.
Note: it currently appends also Objects when used in Pose Constraints...
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.
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- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the
name of the actual bit define instead of just a magic constant, this makes
searching the code much nicer. most of the credit here goes to LetterRip
who did almost all of the conversions, I mostly just checked them over.
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He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
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- Bug #2857: Spin didn't create nice consistant normals
- removed unnecessary call to where_is_object() in init-render phase.
- Added DAG_scene_sort() calls when objects were removed (join cases)
- When using texture fonts, the file window header didn't display OK
- Saving a file didn't set the 'wait cursor' anymore (oldie!)
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This smells to me like temporal code... will study it. For now this
commit fixes error in header draw of fileselect.
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still was using int for calculus... made it using 64 bits ints.
- The "disk free" indicator in the header didn't work for OSX, due to
a missing #ifdef __APPLE_
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NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
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freshly added bFTGL library.
Also removed some redundant #include's on some files.
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On appending in posemoding, Blender could crash.
Found out the new 'select appended' also sets the 'active base/object'.
This isn't OK on that level of the code, 'active' exists (and needs to be
set) on UI code level in src/, not in the middle of file reading function.
Also removed weird negative bitflag that enforced 'select appended' to
be default. If you want that, set the flag itself in do_versions or so.
In my opinion it is best saved in .B.blend instead. Another time...
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fileselect window header.
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1) append in current active layer (off by default)
2) append at 3d cursor (off by default). When more than one object is selected this will first calculate the bounding box of the centers of the objects, and then use the distance of the bounding box center to the 3d cursor to transform all objects.
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behaviour, by default it's enabled.
Feature requested by Bastian Salmela.
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- usage of relative paths "//" now can be controlled with a button in the
fileselect header
- relative path support added for linked Library files
Note: in oops window you can see the library file names, select the last
icon button in header to show the blocks.
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Also added USER_* to each define located in DNA_userdef.h.
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- changed the BIF_DrawString() function. it used to work different for
AA fonts as for default fonts. Now it's identical. Setting color for fonts
can just be done with OpenGL, for both font types.
Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
calls can now be done with a BIF_ThemeColor() call, including fonts and
buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
colorshading and blending... which was per pixel a load of code!
Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
1. main drawing function for text and icons
2. free definable callback for button itself
3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
UI_EMBOSS : the themable drawing style
UI_EMBOSSP: the pulldown menu system (apart from color not themable)
UI_EMBOSSN: draw nothing, only text and/or icon
UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
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include only (use BIF_interface.h instead)
- split up interface.c in two files: NEW: interface_panel.c
- removed the temporal text files
WARN: FIX AUTOMAKE AND MSVC!
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more consistent and logical. (ICONROWs haven't
scrolled left/right in years!
More detailed tweaking of headerbuttons positions can come when
more menus are finished
- added text labels to the drawtype menu in 3d view header
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The original headerbuttons.c is for now kept as headerbuttons.txt
The included .h files were updated to only include needed ones in each file.
Makefile.am (for the autotools build) was updated. Didn't test with original makefiles.
Other build systems will of course need to be updated.
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