Snapping actually was working already, but grid spacing was set to 1.0, which is basically pixel size in the node editor. Increased this to 1x grid step for fine snapping and 5x grid step for rough snapping.
Grid drawing in node editor now draws 2 levels in slightly different shades to indicate the different snapping modes better.
Node editor also supports the general use_snap tool setting to enable automatic snapping during transform. For now only the incremental snapping is supported, in future could be extended to enable alignment between nodes in a number of ways.
--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.
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
- use more logical names for strings, noticed too many strings called `str` when reviewing name patch.
- pass __func__ macro to uiBeginBlock(), quite a few names were wrong (copy/paste error).
mouse coords would with cont. grab would wrap at short.
use mouse coords as int rather then short.
this problem still happens on linux because of XTranslateCoordinates
Outliner was drawing icons sometimes blurred. Happens when subpixel
positions vary. UI code doesn't suffer this, it makes own ortho for
it.
This fix re-uses an un-used v2d flag (V2D_PIXELOFS_X) to force a 2d
view on pixel exact positions. It's set for outliner only, I need
testing feedback first.
2D view scrollers were drawing over background contents, making it
look somewhat messy (like for text, nodes, fcurves). Now it clears
first the back in the region edge.
Issue caused because previously sliders used a separate mask and now they're
drawing inside of region.
Thanks to AlexKu for point and Ton for checking :)
- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
- with the NLA on a small strip text was drawn under the scroll bar, now draw with same alignment as rectangle constrained text.
- single alloc per text item.
- was using opengl context rather then passing color value.
Outliner: if bottom slider was hidden, you still could not click there
on items. Code was using region-mask to clip input, but the mask is not
adjusted for sliders now (keeps view same).