Age | Commit message (Collapse) | Author |
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When printing operator reports, ommit unset properties.
This is needed because in some cases operators check if a value is set or not, so filling in default arguments may change behavior.
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objects
curves and metaballs now behave the same as meshes wrt grid scaling.
remove WM_operator_view3d_distance_invoke(), and replace with a function called from exec which initializes defaults, this way operators can have their own invoke functions.
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when running viewport operations with exec() rather then invoke(), perform the action immediately rather then using smoothview.
makes viewport operations usable from python scripts.
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default settings in the startup.blend without having to actually save and embed
the file, which can be a tricky process and is problematic in branches and
patches.
This function can be emptied each time a new startup.blend is committed.
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This allows to open windows stretched over monitors. Saving
stretched layouts open correctly as well.
Renamed screensize_all to desktopsize to better convey meaning.
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should be set before GHOST_SetWindowState, since this may generate an event.
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related functions.
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- add missing headers from cmake (own omission)
- quiet rna_test.c unused define warnings.
- minor style edits
- spelling corrections and ignore all uppercase words with spell checking script.
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rotation of the brush mask texture.
Unfortunately secondary path does not work here because we do not have a
permanent switch to choose between primary-secondary brush texture. Use
operator property instead.
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This means calling invoke operators from python in states that dont support will give a meaningful error message.
also reduce context lookups when polling.
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Instead of having ifdef __GNUC__ all over the headers
to use special compiler's hints use a special file where
all things like this are concentrated.
Makes code easier to follow and allows to manage special
attributes in more efficient way.
Thanks Campbell for review!
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(using cursor + numeric values was too clumsy for defining orientation).
once the cut is done numeric input still works as before
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correct, move to generic function BLI_ensure_filename().
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selector already ensures this,
needed so python scripts can save as temp filenames.
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restarted fast enough on resizing the editor, especially noticeable with
e.g. luxrender which does a progressive refining render.
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takes a key as an arg and isnt popping any element from the hash as you might expect).
add BLI_pophead/tail, since getting the first element from a list and removing it is a common task.
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then notifier then check its contents in the notifier queue loop.
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also avoid allocs per node in pbvh_bmesh_node_limit_ensure()
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- Re-arrange locks, so no actual memory allocation
(which is relatively slow) happens from inside
the lock. operation system will take care of locks
which might be needed there on it's own.
- Use spin lock instead of mutex, since it's just
list operations happens from inside lock, no need
in mutex here.
- Use atomic operations for memory in use and total
used blocks counters.
This makes guarded allocator almost the same speed
as non-guarded one in files from Tube project.
There're still MemHead/MemTail overhead which might
be bad for CPU cache utilization
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image, issue was caused by wmSubWindowScissorSet adding 1 to the ar->drawrct, now only add the padding when drawing the entire area
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adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
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sizeof() use in BLI_array.h
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also correct bad logic with converting a textblock to 3d-text, bytes-vs-number of chars wasn't handled right.
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indent.
also indent case's within the switch (we already did both of these almost everywhere)
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- reading bmp images was failing (needed to increase the size of the header to 64 bytes)
- the dnd image was being incorrectly checked (was always returning true even when none was used).
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data.
Now the viewport rendering thread will lock the main thread while it is exporting
objects to render data. This is not ideal if you have big scenes that might block
the UI, but Cycles does the same, and it's fairly quick because the same evaluated
mesh can be used as for viewport drawing. It's the only way to get things stable
until the thread safe dependency graph is here.
This adds a mechanism to the job system for jobs to lock the main thread, using a
new 'ticket mutex lock' which is a mutex lock that gives priority to the first
thread that tries to lock the mutex.
Still to solve: undo/redo crashes.
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Scripts in User Preferences -> File
also select more/less were flipped for mesh menu compared to everywhere else.
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number buttons.
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paste errors), also remove BKE_script.h
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Disabled timer events from the properties editor were cancelling gestures.
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* Update readme and release-log links to 2.68.
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