The little grabby handle in the corner of an area. Now uses 1 draw call
instead of 6.
Also one version of the (+) icon to show a hidden region. Why do we
have multiple versions of this?
Fixed a harmless signed/unsigned error.
Fixed a GL state error that prematurely disabled blending.
Added imm_draw_filled_circle function, which can be used for drawing
other widgets.
Work toward T49042 and T49043
In addition to pack of conflicts listed below, also had to comment out particle part of new Alembic code... :/
Conflicts:
intern/ghost/intern/GHOST_WindowWin32.cpp
source/blender/blenkernel/BKE_effect.h
source/blender/blenkernel/BKE_pointcache.h
source/blender/blenkernel/intern/cloth.c
source/blender/blenkernel/intern/depsgraph.c
source/blender/blenkernel/intern/dynamicpaint.c
source/blender/blenkernel/intern/effect.c
source/blender/blenkernel/intern/particle_system.c
source/blender/blenkernel/intern/pointcache.c
source/blender/blenkernel/intern/rigidbody.c
source/blender/blenkernel/intern/smoke.c
source/blender/blenkernel/intern/softbody.c
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/gpu/intern/gpu_debug.c
source/blender/makesdna/DNA_object_types.h
source/blender/makesrna/intern/rna_particle.c
Scanned Blender code for commonly used glVertex, glColor functions.
Implemented immVertex, immAttrib versions of these to ease transition
away from legacy OpenGL.
Keeping unused gla2D code because it might be useful, or inspire
something useful, for Blender 2.8 development.
Also removed an old Mac driver bug workaround. Disabled this before the
2.77 release and nobody has complained.
Was a concurrent access of pointcache from both particle system and UI (time space).
Pointcache not being threadsafe is really an issue to be addressed for its next version,
for now simply locking spacetime (like we already do with 3DView), not ideal fix
but it's working and safe for release.
This code obviously should also use the cache_fields flag variable,
like the code for reading the lowres data in the same function.
This is because fluid_fields actually represents the old state before
smoke was reallocated to match cache_fields read from the file, and if
it has some fields enabled that aren't allocated any more, it crashes.
This also fixes a reverse glitch: when a file was loaded with
the current frame in the middle of a baked smoke+fire simulation,
smoke appeared immediately, but the fire didn't until the frame
was changed. The reason is the same: after file load no fields
are initially allocated and thus fluid_fields is 0.
ccgDM_drawMappedFacesMat was missig a smooth shade model restore, some other
functions were redundantly setting it since we can assume it to be the default
state already.
ifdef’ing out defines in DNA/RNA is not a good idea, was breaking alternative keymaps loading
from splash screen e.g. (reported by Sergey over IRC, thanks).
Errors are caught & reported by our GL debug callback. This gives us way more useful information than sporadic calls to glGetError.
I removed almost all use of glGetError, including our own GPU_ASSERT_NO_GL_ERRORS and GPU_CHECK_ERRORS_AROUND macros.
Still used in rna_Image_gl_load because it passes unvalidated input to OpenGL functions.
Still used in gpu_state_print_fl_ex as an exception handling hack -- will rewrite this soon.
The optimism embodied by this commit will not prevent OpenGL errors. We need to analyze what would cause GL to fail at certain points and proactively intercept these failures. Or guarantee they can't happen.
export.
This aligns the behaviour of the file selection with the other
exporters. The Alembic case would fail if the filepath did not have an
extension set.
Also set a default file name for the Alembic export operator in case the
Blender file was not saved before exporting.
This function is only really secure in a very limited amount of cases,
and can especially bite you later if you change some buffer sizes...
So not worth bothering with it, just always use BLI_strncpy instead.
Error: `origin` and `edge` args were swapped in final `FindOccludee()` call of `ViewMapBuilder::ComputeRayCastingVisibility()`
Cleanup: main for loop in `Strip::createStrip()` was really confusing (though correct),
generated a false positive in coverity scan, now should be cleaner how it loops over its vprev/v/v2
triplet of consecutive items.
When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed
from:
- GHOST (was mostly done, finished the job)
- window manager
- various editors
- RNA
- keymaps
The input tab of user prefs does not show 3D mouse settings. Key map
editor does not show NDOF mappings.
DNA does not change.
On my Mac the compiled binary is 42KB smaller after this change. It
runs fine WITH_INPUT_NDOF on or off.
Legacy OpenGL has a matching Vertex3fv for every Vertex3f, and so on. Add something similar to Gawain, just for a few common functions. Might add more as the need arises.
If the ruler is saved, a new color was created for each ruler. With the
change, a color is created for the first instance, and it reused in the
following instances. The default color is the current default color for
GP.
These are intended for very simple drawing. No lighting etc.
Shares some fragment code with the 2D shaders.
Similar to their 2D counterparts, but are not combined because of
future plans for separate 2D & 3D matrix stacks.
It's becoming annoying to have public API dependent on build type
and everything. Let's just always have API defined and do stubs
in the function implementation instead.