Age | Commit message (Collapse) | Author |
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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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through open recent.
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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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For users without middle-mouse buttons, they can now use Circle and Border
deselect by holding SHIFT. Middle mouse still works too.
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This was actually being reset to "/tmp\".
Initialisation for the temp dir was missing after the userpref reload.
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also minor changes:
- update the load-UI flag when changing in the preferences.
- remove unused initialization values for subdivide.
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been saved.
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- script execution is off by default
- if a blend file attempts to execute a script
this shows a message in the header with the action
that was suppressed (script/driver/game-autostart) and 2 buttons to either reload the file trusted, or to ignore the message.
- the file selector will always default to use the trust setting in the user preferences,
but reloading an open file will keep using the current setting (whatever was set before or set on the command-line).
- added SCons setting WITH_BF_PYTHON_SECURITY, this sets the default state for the user prefereces not to trust blend files on load.
... this option was in CMake before, but always off, now its enabled by default for SCons and CMake, and forced on in CMake for now.
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Textbuttons: double click now selects entire words (like on file path segements)
Triple click was requested too, but that's not a WM event type yet.
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would still continue to render the previous scene in the render window on F12.
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(take 2), only free popup handlers.
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New OSX "Life resize" was also being called during opening of windows - when things are
not initialized yet. Crashed on opening full-screen window (which is animated in OSX).
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remove MEM_sys_types.h which was a duplicate.
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infact this worked by accident, but didn't crash.
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Removing old resize stuff.
Windows has resize lag, which creates black gap with openGL. Still looking to fix it.
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- Removed grid-snapping for area coordinates on scaling windows.
That caused the areas to shrink or expand, and eventually corrupt screen layouts.
- Added simple but efficient life resize for OSX. I need to know why this is so much
code for Windows... I suggest Windows to just copy same method; dispatch the queue,
and just let the event system draw.
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Browsing screens via menu disabled screen editing (area divider drag) and made
popup menu hanging (select same editor for example).
Caused by bug fix #35434, commit gets rewinded, and report reopened.
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a different function signature. (which evidently works but error prone).
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reason, -pthread too.
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include conflicts later on.
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- reverted fix for bug 32537 (error report drawing after thread job didn't show)
This solves very bad 3d view render updates while using transform, it was
getting into an eternal feedback loop for dependencies. (jobs sending mousemoves
causing jobs to end, causing mousemoves, causing etc).
- The render-update code was not going over all windows, but over every screen to
send signals (also the invisble ones)
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dragging).
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* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
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Partial redraw doesn't work so well with these, now I've changed the action
zones to just draw as part of regions instead of as a special overdraw done
at the end, which fits better with partial redraw by avoiding any special
exceptions.
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After the paint refactoring for 2.67, the OpenGL texture was getting updated for
every stroke point, rather than once for every redraw. With a small brush radius
and low spacing the number of stroke points can be quite large, which might have
a big performance impact depending on the graphics card / drivers.
Also for 2D image paint, avoid redrawing the button panels and properties editor
during painting.
There is another possible cause for slowdowns with 3D texture painting which was
not fixed. Projection painting is creating and destroying threads for every stroke
point. Depending on the CPU/OS there might be a lot of overhead in doing that if
the brush size is small.
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down, this time by the operator properties getting converted to a string for
display in the info window.
With 1000+ stroke points this can get slow, and takes up too much space anyway,
so now it's (somewhat arbitrarily) limited to printing only 10 points.
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anymore
due to paint cursor redraw problem.
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