Final merge of HEAD (bf-blender) into the orange branch.
Here are my notes on things to look out for as potential problem spots: source/blender/blenkernel/intern/displist.c: + is initfastshade(void) supposed to be empty? I had to make it empty to get the merged tree to compile. source/blender/python/api2_2x/Armature.c: + went with the version that had Armature_getLayers() source/blender/python/api2_2x/Object.c + went with the version of Object_getPose() from bf-blender. (#ifdef 0-ed the other version) source/blender/python/api2_2x/Pose.[ch] + had problems linking due to no Pose_Init() ... copied these two files straight from bf-blender. source/blender/src/drawview.c: + view3d_panel_properties() had things shifted a few things shifted a few pixels, otherwise, things were painless source/blender/src/splash.jpg.c: + went with bf-blender version (orange is dead) source/gameengine: + went with bf-blender version -- does not compile due to IMB_rect* stuff, Ton should look into this.
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@@ -825,16 +825,34 @@ void drawseqspace(ScrArea *sa, void *spacedata)
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if(ed) {
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seq= ed->seqbasep->first;
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while(seq) {
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if(seq->flag & SELECT); else drawseq(seq);
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while(seq) { /* bound box test, dont draw outside the view */
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if (seq->flag & SELECT ||
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seq->start > G.v2d->cur.xmax ||
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seq->start+seq->len < G.v2d->cur.xmin ||
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seq->machine+1.0 < G.v2d->cur.ymin ||
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seq->machine > G.v2d->cur.ymax)
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{
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/* dont draw */
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} else {
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drawseq(seq);
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}
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seq= seq->next;
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}
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}
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ed= G.scene->ed;
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if(ed) {
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seq= ed->seqbasep->first;
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while(seq) {
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if(seq->flag & SELECT) drawseq(seq);
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while(seq) { /* bound box test, dont draw outside the view */
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if (!(seq->flag & SELECT) ||
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seq->start > G.v2d->cur.xmax ||
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seq->start+seq->len < G.v2d->cur.xmin ||
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seq->machine+1.0 < G.v2d->cur.ymin ||
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seq->machine > G.v2d->cur.ymax)
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{
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/* dont draw */
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} else {
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drawseq(seq);
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}
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seq= seq->next;
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}
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}
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