- use 2 omp sections for vert -> (edge, face) selection flushing.
- dont use face-loop iterator for cddm_from_bmesh_ex conversion to give some speedup (some modifiers use this).
- use float(*)[3] for functions that return coords.
- quads, tris now use direct pointer access rather then iterators.
- for ngons also avoid iterator, just loop over the loops.
also minor change, use floorf rather then floor for ED_view3d_project_short_ex, ED_view3d_project_int_ex
Fix for second issue in the UI for this FModifier, where the "x" would not be
shown for order=1 where DPI >= 88 and Text AA is off, as the label sizes used
were too small.
incorrectly
* Plus signs were used between factors instead of multiplication. These now use
the times symbol
* Fixed alignment problem for last factor being more spread out
caused by not projecting points behind the perspective view,
even though this worked in 2.64 the values were flipped (rotating direction was reversed and the center point was flipped).
added V3D_PROJ_TEST_CLIP_NEAR, when omitted ED_view3d_project_*** will project points from behind a perspective view plane.
- Button panel animation didn't work for 3D View properties and similar regions.
- Akey on View3d overlapping panel: was accidentally passed on as event to the main window.
Notes in code:
- This has to become a decent handler
- Actually "A" should open/close all?
Currently, Enter key does open/close too, but only on headers.
This because Enter on a button gets handled by buttons... that's
why the Akey was proposed :)
- Recoded soft shadow drawing for menus, giving better predictable results
(and round off nicer on top side, was looking bad still)
- Brought it under DPI control
- Added Theme setting to control size and strength for it.
Max size 24 pix:
http://wiki.blender.org/index.php/File:MenuShadow.png
- yes, this does break scripts, but the api is marked experimental.
ED_region_draw_cb_activate() adds a callback to a region type whereas the api made it look like the callback was being added to the region instance.
Use a class method on bpy.types.Space to manage region drawing, eg.
was:
self._handle = context.region.callback_add(draw_callback_px, args, 'POST_PIXEL')
is now:
self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
Mouse coordinates were not mapped correctly for code that allows to use
multiple windows efficiently (mouse over not-active windows).
Apple's high-density display mode works a bit strange, requiring some hacks :/
- Desktop coordinate system (mouse pos and for windows) is as usual
(set by display resolution settings)
- However, the available pixels in a window is always on 'retina' level.
(full screen - 2880 wide, but window can be 1440 or 1920 wide)
In order to get this to work for opengl and Blender, we use internally the
coordinates on pixel level. That means that window positions and sizes have
to mappend in our code.
Once all issues for retinas have been tackled, I'll check on clean API for
it, so you can also use it in future for other high density screens.
- Since 2.50, the .blends have the current file name stored
- In versions up to 2.65.0 this didn't save for files saved from startup
(i.e. files saved without loading a file)
Code now adds the file name after all, except for recovery loads.
Recoded the (2.65.1 version) region scale, which happened on loading files with
different saved size windows. Also scaling window itself was affected.
Old method: scaled region widths based on area/editor scaling factors.
That was leading to too small or too large button regions easily.
New method: region width/height now are in DPI control. Much nicer!
- On changing dpi, buttons remain visually same widths.
- On changing window sizes, the button views and zooms stick to exactly same.
Caveat: people who were using Blender with 'extreme' dpi setting, might find
the layouts slightly differ. Not sure if this is worth version patching...
Todo: overlapping regions that overlap together draw badly. Fix underway.