Transparent region drawing and blend broke by commit 53919 5 days ago.
This commit reverts the change.
The claim in previous commit "edited code for readability" is quite
disputable :) The error is hard to notice even.
I also like to emphasize that people should check with owners for code
before committing changes! Cleaning code is first a job for maintainers.
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability
Short list of main changes:
- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
This allows keeping UI and data without actual saves, until you actually save.
When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v).
Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards.
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
Old option is called "Save Startup File" the new one "Save User Settings".
To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
This also fixes "Continuous Grab" for OSX. (error since 2009)
TIMER events could get keymodifier set - in this case the user assigned
spacebar modifier for setting views (running smoothview timer)
Also: cleaned op old hacks from event checking code.
The rule should be:
1) generate event properly, frozen state
2) pass on to handlers without exceptions or changing internal state
The only exception currently is for the "CLICK" (map key-release to unhandled
key-press).
Also: made --debug-event print OK. Slight cleanup in eventprinting in general.
It was putting the wmEvent state print in wrong place, doing it 4 or 8 times.
Any identifier that looks like an OpenGL identifier, but isn't, causes a false alarm by the glreport.py tool. Most of these were in comments so I just rephrased the comments. There were a couple of static functions/macros that were easy enough to rename. Only the glTexco and glIndex fields of the DMVertexAttribs struct was public and had non-local uses.
--debug
--debug-ffmpeg
--debug-python
--debug-events
--debug-wm
This makes debug output easier to read - event debug prints would flood output too much before.
For convenience:
--debug-all turns all debug flags on (works as --debug did before).
also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not
work well for offscreen rendering. It would have been possible to make a
fake subwindow for this, but I decided to just remove this extra layer as
it does not seem to have much purpose and has been quite confusing when
trying to fix other bugs. The relevant matrices are already stored in
RegionView3D so there will be no increase in calls to glGetFloat, which may
have been a performance reason to use this system in the past.
set the draw method to triple buffer or overlap depending on the
configuration. Ideally I could get all cases working well with triple
buffer but it's hard in practice. At the moment there are two cases
that use overlap instead:
* opensource ATI drives on linux
* windows software renderer
Also added a utility function to check GPU device/os/driver.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
Preview renders:
- Added proper button type (BUT_EXTRA) for preview buttons, to
handle drawing better. It now first draws an alpha mask, to
ensure the preview is correctly fitting inside the widget style.
It then draws the outline.
- Added protection for executing preview renders while regular
rendering, that's not going to work...
Fixes:
- HSV picker didn't work. Old option "No Hilite" for buttons made it not
being checked for input anymore. Needs to be on attention list!
- Node editor wasn't drawing buttons correctly. Two things to keep track
off:
- Use wmLoadIdentity(), not glLoadIdentity()
- I've added a wmPushMatrix() and wmPopMatrix() version for correct
wm-compatible push/pop. Only one level for now.
WIP commit for new system to draw widgets and use themes or styles.
Not really interesting stuff to see in code now, the current
structure will change quite a lot, this to make it hook up well
to the existing system.
What works quite well is a new full opengl vector method to draw
scalable and pixel-aligned anti-aliased buttons.
http://download.blender.org/institute/rt3.jpghttp://download.blender.org/institute/rt4.jpg