Age | Commit message (Collapse) | Author |
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workaround for view3d datamask not being correct on opengl render.
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this is not well suited to RNA so this is a native python api.
This uses:
bpy.data.libraries.load(filepath, link=False, relative=False)
however the return value needs to use pythons context manager, this means the library loading is confined to a block of code and python cant leave a half loaded library state.
eg, load a single scene we know the name of:
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.scenes = ["Scene"]
eg, load all scenes:
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.scenes = data_from.scenes
eg, load all objects starting with 'A'
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.objects = [name for name in data_from.objects if name.startswith("A")]
As you can see gives 2 objects like 'bpy.data', but containing lists of strings which can be moved from one into another.
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in the append operator.
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- Tooltip-hanging fix made the 'active' button be removed when mouse
enters another subwindow. Caused by commit of a week ago.
- Reverted the eventsystem change that sets 'active subwindow' before
it calls modal handlers. This made editors become active on using
menus, buttons, or other modal ops.
Side effect is that for transform operators called via toolbar, the
overlay-extra draw with helplines now gets skipped. Will check on
good ways for it.
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Hanging Tooltips solved!
It appeared to be that an active button remained in that state when
another region/editor became active. It then kept the button-activate
state, and therefore also the optional tooltip.
This only happened on fast moves, when a mousemove event was not passed
on anymore to the previously active subwindow.
It has been solved with a new notifier (SWINACTIVE), which gets sent on
new active regions. The screen listener then calls uiFreeActiveButtons()
to find out if buttons were still active somewhere else.
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Arrows-move-cursor is back!
It now works for any running modal operator that doesn't handle own
arrow keys. Might need to become more restricted though, some modal
ops don't need it. Want to investigate that still where conflicts are.
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we cant ensure that a requested buffer can be allocated so report opengl errors when failing to allocate the buffer (rather then printing to console).
this is common enough and generic error isn't too helpful to users.
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Transform started with button in Toolbar was drawing the helper
line badly.
This needed two fixes:
- helper line now has poll() callback to check for correct region
- event system needs to set 'subwinactive' for modal handlers too
The latter might fix issues with cursor/overlay drawing in other
cases?
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* Change ICON_NULL --> ICON_NONE to avoid two #defines with the same meaning.
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Shift+A "add primitive" menu didn't allow to set shortcuts on the
sublevels.
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(warning will be printed).
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also set minimum cmake version to 2.8
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Paint cursors were drawing on top of pop-up menus in 3D window,
only in triple-buffer mode though.
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available on many keyboards these days, so that they can be used for
animation playback (giving more options over alt-a and alt-a ad-
infinitum).
Currently, this is Windows only as I don't have a Linux/Mac system to
test on (it should compile with both mingw and msvc, at least using
scons). Maintainers for those systems can probably easily add this in
once they find out the relevant mappings for those systems.
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- rename layout.operator_enums -> operator_enum (since we have operator_menu_enum, only called in 4 places)
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WM_modal_tweak_exit() was making incorrect use of the user-pref option
"Release Confirms Transform", indicated by confused coder comment
(<quote>"XXX: WTH is this?"</quote>).
This manisfested when moving markers by just click-dragging and
existing marker, and having it "drop" whereever the mouse was released
regardless of the user-pref option. This was quite confusing as it was
inconsistent with the way that all other transforms worked when this
option is off, where you would usually start the transform (click-
drag), release the button, move around a bit, and then finally click
to end.
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- rename rna collection structs Main prefix to BlendData: eg, MainObjects --> BlendDataObjects
- printing python collection now prints its type (when available)
- renamed shadowed vars in bpy_rna.c.
- when making functions static I also made debugging/test functions static, reverse and add definitions to headers instead.
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- fix mistake with grease pencil UI (&& was intended but & used).
- use (void) rather then () across _all_ blenders code.
- a few minor edits, don't shadow stack variables in roll calculation & avoid running memset() for VBO vertex map.
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most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
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mostly replace strcpy with BLI_strncpy and multiple strcat's with a BLI_snprintf().
also fix possible crash if CWD isnt available.
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- modifier code was using sizeof() without knowing the sizeof the array when clearing the modifier type array.
- use BLI_snprintf rather then sprintf where the size of the string is known.
- particle drawing code kept a reference to stack float values (not a problem at the moment but would crash if accessed later).
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- BGE was getting MCol array and not using it.
- use list lookup functions for getting constraint from pose bone.
- use const char * in more places.
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When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.
This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window
The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!
Demo file:
http://download.blender.org/demo/test/auto_composite.blend
Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.
Implementation notes
- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.
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Saving a file for the first time (after opening blender) didn't
use the last directory as saved/loaded from in a previous session.
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on all files in a directory and optionally save out blend files for inspection.
This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests.
Example usage:
blender.bin --background --python source/tests/batch_import.py -- \
--operator="bpy.ops.import_scene.obj" \
--path="/data/testfiles/obj" \
--match="*.obj" \
--start=0 --end=50 \
--save_path="/tmp/test"
Also found my name was spelt wrong in some places :)
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- operators which reload G.main would crash blender if called from python and then accessed bpy.data.*
- WM_read_homefile_exec was setting the contexts Scene to NULL as a signal for the event system, this didnt work in background mode, crashing when property update functions expected scene to be set.
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*nix with non-standard libjpeg/png/zlib locations was broken.
in the case of python this makes it easier to move to find_package(PythonLibs) when 3.x is supported.
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"Modal cursors" now remain visible, until reset. These cursors
were reset already on edges. Example: 3d view toolbar, grease
pencil. Do note, only use WM_cursor_modal() on real modal tools,
and restore it at end.
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well defined how this behavior should work,
existing behavior was inconsistent since loading a new file would set the path to "".
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Dropping file in Blender from pre 2.5 period caused eternal loop
loading .blend files :)
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Report was that move-to-layer menu failed. The real cause was
more complex; had to dive deep in the dungeons of the interface
code that handled undos and operators. Found several issues:
- popup menus (like redo operator, color picker) executed again
on a mouse-exit
- far too many buttons were sending undo pushes; even worse, in
the operator redo-panel each button action was pushed twice
- in case operator redo-buttons have own callbacks (like layer
buttons) the redo wasn't working
- layerbutton menu was called without creating a proper undo/redo
case
Things should all work smoother now!
On todo:
- better definition and handling of all versions for operator menus
(four types now, not fun)
also: make operator "do" menu, which on first action does operator
and then switches to redo-ing
- bring back Undo menu, to list the undo stack and jump in it.
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useful for testing with a predictable environment.
also commented python benchmark prints on exit, can enable when profiling later.
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there are no reports.
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also removed unnecessary NULL checks (where the pointer was used later without checking).
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The tool-redo depends on a working undo system, so it can rewind
a step and then redo operator with new settings. When a user
disables undo, this won't work.
Now the properties for redo operator (toolbar, F6) will grey out
when a redo isn't possible.
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also minor functional changes
- OBJECT_OT_make_links_data() type property is now assigned to the operator property (so popup menu can find it)
- removing BG image now returns cancelled if no image is removed.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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