PyDict_SetItemString() with objects that were not properly decrefed
afterwards. Due to the number of places this was used, I added a
wrapper EXPP_dict_set_item_str() to gen_utils.c to handle it.
This started as a scriptlink bug, due to how many times scripts were
being executed I think it just magnified how bad the memory leak in
BPy was. Animating the blend attached with this bug report would cause
memory to grow by about 3MB for every 280 frames. After the patch,
memory did not appear to grow at all (or at least not noticably using
Unix's ps and top utils).
Since many of the PyDict_SetItemString() calls were in initialization
modules I think my tests executed most of the changed code, but would
appreciate script users really giving feedback.
"if" statements. The macro defined in gen_utils.h expands to two
statements; putting after an "if" statement without {} means the second
statement should always be executed. I'm not sure if just putting
braces around both statements would cause other compilers to complain.
But this explains an earlier bug in the Object module which only
appeared on MacOS/X.
incorrectly, including wrapping curve data as BezTriples. Needed to
make a change to beztriple module so we could more easily create a
"thick" BezTriple object similar to Blender.BezTriple.New().
The change to BezTriple.h pointed out some dead code in the Ipocurve
module that could be removed.
While investigating alternative filters (Mitchell), I found two small
errors in the Gauss code, it clipped wrong and multiplied wrong, causing
settings other than filter size 1.0 to not work properly.
Took the last-minute liberty to add more filter types in Blender too.
Also wrote an extensive log about how sampling & filtering in Blender
works.
http://www.blender3d.org/cms/Samples_and_Filtering.723.0.html
This adds Radiance HDR image file support. So now at least we can save
the 'fbuf' (4x32 bits float colors) in Blender.
It doesn't change anything for internal support in imbuf for floa colors,
so when reading .hdr files it still converts it to 32 bits RGBA.
As an extra I've added that saving images with F3 now also adds the
optional extension, when the F10 "Extensions" option is set.
One important note; I don't know the proper license for the code, it was
provided without... will await feedback from Alfredo about it. For now
I've added the standard Blender GPL header.
Textbuttons now allow a selection too (like any textbutton in other UIs).
By default, on activating a textbutton, the entire button text is selected
when you enter the button. A single arrowkey or LMB click reveils the
cursor then. Here's more user notes:
LMB click: If inside the button, places the text cursor at the clicked
position. If outside the button, confirms/finishes editing
LMB drag: Selects the text between the start and end point of the drag.
Backspace: Deletes selected text, or backspaces a character
Shift Backspace: Deletes all, as before.
Delete: Deletes selected text or forward deletes a character
Shift LeftArrow: Extends the selection left
Shift RightArrow: Extends the selection right
LeftArrow: If there's a selection, move the cursor to the left edge of the
selection, otherwise move the cursor left a character.
RightArrow: If there's a selection, move the cursor to the right edge of
the selection, otherwise move the cursor right a character.
UpArrow/Home: Move the cursor to the beginning of the line
DownArrow/End: Move the cursor to the end of the line
Ctrl Left arrow and Ctrl Right arrow to jump between directory separators
This commit is based on the patch & cool design work of Matt. It includes
the new Lamp drawing style, and replaces the Object center dots with a
similar styled OpenGL drawn dot.
Important side-note is that removing the old glDrawPixels() for centers or
lamps will not only make Blender faster, but also prevents crashing on a
couple of cheaper 3d cards (as reported for S3 and Intel on-board cards)
Notes:
- The new default only draws Object centers when selected or active. If
you like to see them always, use the View Properties Panel. You can also
save that in the .B.blend
- The size for centers (and lamps) is in the User settings "View & Controls"
- Unselected Lamps, and their offset lines from zero Z, are drawn in a new
Theme color
Changes and additions in Matt's patch:
- Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp
draws screen aligned now.
- Center dots now also draw in blue to denote Library linkage or to show
that an Object has been linked to other scenes.
- When objects are empty (no vertices) they will always draw a center dot.
Otherwise these objects would never be selectable anymore!
- Added theme setting for center size, and initialization
- Removed the old redundant code for drawing centers
- Cleanup of drawing routines, made center dots faster
- Started removing calls to glBlendFunc(). Regular alpha drawing should
become standard, and the (very) occasional exception should return this
to default after usage.