Age | Commit message (Collapse) | Author |
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since an event wasn't added to the queue no redraws we're done when the panel was already open, instead use a notifier.
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Operator "To Sphere" should only be allowed to be called in 3d view.
Crashed in Image editor.
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mouse drag footage(image sequence)
As those two properties do not need a custom set func, yet need recalc of strips drawing/positions in addition to usual rna_Sequencer_update() (cache invalidating), I renamed rna_Sequence_frame_change_update to do_sequence_frame_change_update, and made a new rna_Sequence_frame_change_update which is directly usable as RNA update func, and call both the strip and cache update funcs.
Thanks to Sergey for advices!
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On screen/area refresh calls the header scroll offset was cleared too.
Probably an old remainder of early 2.5 coding. Should be not needed so much.
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Now prefetching happens from cursor up to scene end frame
and then from cursor down to scene start frame.
Also disabled prefetching for non-unidistorted proxies
because of issues with timecodes (seek horribly fails
in some cases). This seek need to be fixed since it's
actually happens for manual timeline scrubbing as well,
but that's another story..
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When trying to load file below actual sequence range
(like trying to load file for scene frame 10 when clip's
start frame is 20) first frame from file sequence is used.
Before this change first file used to be loaded for every
scene frame below start frame, which polluted memory with
unwanted data.
Now first frame would be loaded only once in this case.
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these "parameters" are interpreted are rather strange, current text should now reflect exactly code's behavior).
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with those names (notably "Clip" one, and "Screen" too) in some translations. Also move "Key" as "Keyboard" (opposed to "Keyframe") to same context.
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but the root of the issue was that nested node groups (groups inside other groups) were ungrouped ("inlined") repeatedly. This lead to preview operations being added to the same group more than once, and the redundant preview operations (beside working on the same preview buffer) did not get their correct resolution set. This in turn would then lead to previews writing beyond allocated size and causing corrupted memory + crash.
Simple fix: don't expand node groups more than once.
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Also done a few cleanup here and there...
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unique verts between them).
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- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
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anchored.
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or do an undo push)
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from Ralf Holzemer (cheleb)
use Fkey in object mode (since its a mode-less fly).
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Also add random mapping to brushes.
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Checked the size limit on TGA files in svn history and this is was just an arbitrary limit that might have made sense some years back, but not now.
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* delete now acts on selected file(s) rather than the highlighted file.
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also make it more clear args are for rna buttons.
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- Theme color for the brush popup was not correctly coded. Now it follows menu item
style correctly, which also allows all the themes we have to give readable text.
- RMB cancel also added for slider buttons and the color picker.
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* Remove non used booleanops_mesh.c and header, got obsolete with Carve.
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While using number sliders, you can now press RMB to cancel (like ESC)
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In text editor, the CTRL+F find now opens property region (or keeps it) and
activates the search button for input.
That's already nice! But next step should be to do a search on exit of
the button (or while typing). That's stuff I need Campbell to help with though.
Notes:
- Probably Py api for property buttons could get an "operator=" arg?
- The warning menu "not found" should go away
- I also suggest to make "wrap" search default for new editors
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* reset_session() was not taking render percentage into account in case persistent_data was enabled.
* also deprecate old "maximsize" DNA variable.
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strncpy();str[len]=0 with BLI_strncpy() in BLI_stringdec().
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Node Editor and Sequencer were not using grid theme color, but 'back'.
This commit adds versioning to copy background color to grid. I do this
without increasing sub-version, which allows to add correct drawing when
the subversion has to go up anyway for something else.
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* Avoid an unnecessary condition in light.cpp, (totarea > 0.0f) is always true inside the "if(kintegrator->use_direct_light)" branch.
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* Hide Script Constraint from UI, not functional.
* Alphabetical order fix for Motion tracking constraints.
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* Remove already commented "use_radiosity" flag from RNA.
* Remove some commented exceptions for old 2.4x 3D View preview region.
* Remove empty and commented function declarations from 2.4x UI times
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* Remove already deprecated USER_DISABLE_AA flag from code, only commented DNA flag left.
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* Use bpy.app.build_options for UI checks rather than custom ones.
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GPU_material_bind_uniforms() to GPU_material_bind(). This way, material specific uniforms don't need to be resent when sending object specific uniforms. This saves uniform update calls in the BGE where one material is bound and multiple objects can be drawn. This doesn't offer much in the way of performance, but it cleans up our OpenGL usage a bit. One test scene went from 8k OpenGL calls to 4k with just this one change.
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In some cases high resolution domain could have higher density than the low resolution counterpart, causing adaptive domain to clip off areas where density is still above domain threshold. Now also high resolution data is used to determine domain bounds.
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through parent chain longer than 2 objects.
Maximum number of parents updated is now 5. Hopefully this will be enough until Blender has better subframe sampling system.
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node_tree data blocks.
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typecast of the node socket default_value, which caused invalid value range.
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Don't see why it could give issues to use large number
of frames to be prefetched, but just in case make it
unlimited hard limit and kept soft limit still at 500.
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flag to new nodes got lost during merges at some point. Also is now in the python node.add_node operator as well as the C function.
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Draw an extra outline on hidden nodes that have custom colors, otherwise you can't recognize them unless you unhide.
Example: http://pasteall.org/pic/show.php?id=42359
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On opening a text editor for first time, and use search (CTRL+F) the scrollers were not
correct initialized, so the view would jump a bit on redraw.
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Appending a group (which adds all object members to scene), didn't follow the
setting "In active layer".
One note: only the scene layers are copied over, not local view3d layers.
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