Dragging on toggle buttons can now be used to press multiple buttons at once, especially useful for layer and outliner buttons.
notes:
- automatically enabled for all toggle buttons
(may change this if it becomes a problem).
- only buttons of the same type are pressed
(helps avoid annoyances eg; dragging past layer buttons onto other 3d header buttons and pressing by accident).
- automatic axis locking - dragging will lock to X/Y depending on the initial drag direction,
makes swipe motions work better, especially with the outliner.
implementation details:
- may re-implement as a region handler (currently its a modal operator).
- checking buttons in-between cursor motion events could be more efficient (but currently works ok).
- button execution needs to be improved
(currently executing a button thats not under the mouse needed a workaround for passing uiHandleButtonData),
requires further changes to UI code, will do next.
besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
Now, disabled items use a mix of text and menu item background (inner) color. Same results, but allows dark themes with bright selected text to use shadows.
Example case: http://pasteall.org/pic/show.php?id=45697
CTRL + MMB zoom in 2d editors now depends on 'max zoom' level. This makes
zooms in UI (very limited) go smoother, but for fcurve or timeline it's same.
The do-version handling for Userdef is outside file reading, which makes
it needed to store the file version in UserDef, so it gets the correct
version to handle.
Thanks Antonis R. for pointing at the omission!
Also removed the mindboggling define. If you do such, then make it
like "MAIN_VERSION_OLDER_THAN() or so.
In general version hacking could be limited much better... ask me
before even thinking to add one, most optimal is to do it in a way
it's not depending on a version ever - forward/backward compatible.
there were 2 bugs here.
- int buttons scaling values on input but not on display.
- pixel distances were using PROP_DISTANCE subtype - which isn't correct.
added assert incase PROP_INT values have PROP_DISTANCE subtype applied in future.
* Color picker cursor was too small, and color cirle was not smooth enough.
* Border select gesture cross before first click did not reach to the border
of the window.
* Buttons were not drawing emboss properly (also for non-retina actually).
Note it doesn't draw entirely right for aligned buttons, but this was also
the case before it got broken.
As per discussion and analysis of all trackpad usage, we now
follow this convention:
- Blender follows system setting for trackpad direction preference.
- If you set your system to "natural" scroll, we need to invert a couple
of cases in Blender we do "natural" already. Like:
- view rotate (the inversed option just never feels ok)
- scroll active items in list or pulldown menu (up/down is absolute)
- ALT+scroll values in buttons (up/down is absolute)
The new User Preference setting "Trackpad Natural" handles this.
For 2.66 we only have trackpad handling for OS X... so this isn't
affecting trackpad usage in Windows and Linux, which stick to be mapped
to Scroll Wheel still.
(Note: viewrotate now is "natural" always, changing how it worked in the
past weeks).
This was caused from using theme shadow setting to clip the popups and a hard-coded value to translate the popup within screen bounds - these values should be the same.
from regular diffuse to more shiny, stone, wax, eflective, glass and two non-realistic ones.
The menu now shows it in 3 rows. I made the previews a bit smaller, 96 pixels,
like the brushes for painting.
Thanks everyone for submitting pics! I updated the credit file too, but name
from one person is missing still, will be added next.
Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
if you moved your mouse fast over a button the event would get converted to a wheel, even if the input event wasnt a MOUSEPAN event.
When Alt was held this was noticable because Alt+Wheel changes button values.
added an assert to avoid this happening again.
53132 which changed the RNA index to -1 for these. Also made it so that these
buttons no longer display "Insert Single Keyframe" and only "Insert Keyframe"
as you can't edit individual components here so it's only confusing.
without NPOT support. Was wrong stride used for memcpy leading
to wrong memory writes in def_internal_icon.
It's a regression since matcap commit.
Should fix the following reports:
- #33993: Crash on Blender startup (Vista x32)
- #33996: Latest build crashes on win xp
Headerless panels are not supposed to be closed ever. But if user saves a blend with a stardard panel closed, then dev decides to make this panel headerless, when user open again its blend, the panel is closed and has no more header, so it becomes invisible!
This commit simply checks, at draw time, that a headerless panel is never closed (and repoen it if necessary)!
Oops! So there was an Unpack button, hidden in the Nkey properties of Image window.
This was drawn next to greyed-out buttons, didn't notice it well.
I also now found the unpack() menu in editors/util, and there's an Image unpack op.
Also the RNA api has an unpack!
Will remove the generic unpack op, and add a sound and vfont unpack instead.
- The "ID" buttons (for browse images, for example) now show a Pack icon, for packed
Images. Using this button allows unpack.
- Pack and unpack operations now give a Info report on what happened.
- Not restored yet: option to set "AutoPack".