Age | Commit message (Collapse) | Author |
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* Drag and drop between multiple outliners now works.
* Dragging the icon and text now give the same results.
* Fixes various crashes.
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To be used by the outliner.
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Currently drop operators work mostly by specifying the name of the datablock.
However there can be datablocks with the same name in different libraries, so
this gives wrong results in some cases.
Currently only outliner drop operators have been updated to use this mechanism.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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The issue was caused here by usage of deprecated GL_CURRENT_PROGRAM
which was returning rubbish value.
Now we use imm API and create vertex format prior to immBindProgram.
This made us required to have some sort of state passed from setup
function to actual drawing.
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Decided to request the text color as argument for UI_fonstyle_draw
functions, rather than keeping it being another state to keep track of.
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Decided to just pass float [4] args, so no type conversion is needed at all.
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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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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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Font height was ignoring DPI in some cases (camera-name & eyedropper).
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Both were maked as temp, but used often.
Now pass uiFontStyle to both, rename UI_draw_string to UI_fontstyle_draw_simple,
since its a variant of UI_fontstyle_draw that skips shadow, align... etc.
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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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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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screen near top of the window.
The code here was not updated for retina / DPI changes yet. The tooltip also
could draw off screen when dragging to a button at the top of the window, now
it places the tooltip lower in such cases.
Offscreen drawing fix is based on patch by Antony Riakiotakis.
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related functions.
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- GLSL shader wasn't aware of alpha predivide option,
always assuming alpha is straight. Gave wrong results
when displaying transparent float buffers.
- GLSL display wasn't aware of float buffers with number
of channels different from 4, crashing when trying to
display image with different number of channels.
This required a bit larger changes, namely now it's
possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
to glaDrawPixelsTex, This also implied adding format to
glaDrawPixelsAuto and modifying all places where this
functions are called.
Now GLSL will handle both 3 and 4 channels buffers,
single channel images are handled by CPU.
- Replaced hack for render result displaying with a bit
different hack.
Namely CPU conversion will happen only during render,
once render is done GLSL would be used for displaying
render result on a screen.
This is so because of the way renderer updates parts
of the image -- it happens without respect to active
render layer in image user. This is harmless because
only display buffer is modifying, but this is tricky
because we don't have original buffer opened during
rendering.
One more related fix here was about when rendering
multiple layers, wrong image would be displaying when
rendering is done. Added a signal to invalidate
display buffer once rendering is done (only happens
when using multiple layers). This solves issue with
wrong buffer stuck on the display when using regular
CPU display space transform and if GLSL is available
it'll make image displayed with a GLSL shader.
- As an additional change, byte buffers now also uses
GLSL display transform.
So now only dutehr and RGB curves are stoppers for
using GLSL for all kind of display transforms.
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Zooming in on images in Image window now shows pixels again (was filtered).
Now the glaDrawPixelsTex() and glaDrawPixelsAuto() have an argument to
define if images should zoom in with linear filter, or draw pixels.
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among which:
* Drag'n'drop translation in Outliner
* "Execute" button in file window
* "Labels" of spacing elements, in multi-column enums
* A glitch with nodes "Value to RGB", they where called "ColorRamp" in node_type_base() call. This is not definitive, though, as it appears that UI node names are determined by this call, while it should be by "defines" in rna_nodetrre_types.h, I guess... Anyway, not good to have such things in two different places!
Also moved default context name under BLF_translation.h, much better to have those all in one place, accessible from whole Blender code!
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else if's
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http://markmail.org/message/fp7ozcywxum3ar7n
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You now can drop a .blend inside blender window to open it.
Implementation notes:
- Added call to extract icon type for files. Code re-used from
space_file
- External files that get dropped set icon types too.
Drop box polls can check for this.
- Also enabled setting op-context for drop operators, this was
needed to prevent filewindow to open.
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'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
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flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
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Complicated issue, but this should be correct, and testing goes fine. fingers crossed.
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