Dudes, please try building blender with all default features
before doing such a commits. It helps just a lot when bisecting
issues later.
Also solved const qualifier discard happens in recent monofont
commit.
This patch allows Blender to display i18n monospace font in the text
editor and the Python interactive console. Wide characters that occupy
multiple columns such as CJK characters can be displayed correctly.
Furthermore, wrapping, selection, suggestion, cursor drawing, and
syntax highlighting should work.
Also fixes a bug [#34543]: In Text Editor false color in comment on cyrillic
To estimate how many columns each character occupies, this patch uses
wcwidth.c written by Markus Kuhn and distributed under MIT-style license:
http://www.cl.cam.ac.uk/~mgk25/ucs/wcwidth.c
wcwidth.c is stored in extern/wcwidth and used as a static library.
This patch adds new API to blenfont, blenlib and blenkernel:
BLF_get_unifont_mono()
BLF_free_unifont_mono()
BLF_draw_mono()
BLI_wcwidth()
BLI_wcswidth()
BLI_str_utf8_char_width()
BLI_str_utf8_char_width_safe()
txt_utf8_offset_to_column()
txt_utf8_column_to_offset()
We have a glicth with colormanagement's spaces descriptions, though, looks like they are clamped at 64 chars (see raw space), will see that later, if it’s solvable.
absolute coordinates. This allows an artist to lower the brush radius
while keeping the spread of the brush constant. A toggle under the
jitter slider provides the option to switch between relative/absolute.
* Projection painting files reside in paint_image_proj.c
* 2d projection files reside in paint_image_2d.c
* Common operator/paint operation code resides in paint_image.c
All old code layout is out. Phew...Now we can at least concentrate on
each system separately when debugging this beast. We could even separate
the paint structs for 2d/projective more easily should we choose to do
so.
- remove unused block from before blender was opensourced (BKE_library_make_local)
noticed by Lawrence D'Oliveiro (ldo)
- remove text_idbutton() unused function.
- test_idbutton(name) was taking (name + 2), then checking 2 bytes before the pointer, this is error prone so better just take the name including the ID prefix.
from Lawrence D'Oliveiro (ldo)
check_for_dupid comments:
- correct comment about in_use array
- note name-truncation code will never be executed
---
Added asserts to ensure comments are correct - ideasman42.
This is as close as I can get to keeping the old code intact. After this
commit, I will have to change existing code paths, making testing of
functionality harder.
Changes:
* Keep only projective texturing code in paint_image_proj.c
* Move 2D code to paint_image_2d.c. This needed the introduction of
allocation/cleanup functions for the relevant structures.
* Common code interface for both modes stays in paint_image.c (which
still includes all old code, system should work as it did with the
exception of non-projective 3D paint mode) and is made public. This is
not a lot of code, only rectangle invalidation and undo system.
* Changed the naming in the new code slightly: imapaint_ prefixed functions refer to
common functions used by both systems, paint_2d_ prefixed to 2d
painting. There will be an interface for the projection painting as
well. Probably there is some leftover naming conversions to do.
TODO:
* Move operator init/exec/modal to common interface file
* Get rid of old BKE_brush_painter_paint, now brush_painter_2d_paint.
All code uses stroke system for the stroke management
* Write space pressure management for the paint stroke system (for other
systems to access as well :) )
* Move texture paint tablet presssure exception code for old bugs to
stroke system (makes me wonder...aren't other systems also influenced by
these pressure issues?) or up in the function hierarchy inside texture
paint. This code is still not there so users with tablets may notice
some issues.
* possibly change other systems to pre-multiply pressure with the
relevant influenced attributes in the stroke function. This could get
tricky though and it's possible that it could backfire.
- Dopesheet need to be updated when adding or switching
between objects.
- After removing object it shall also be tagged for update,
otherwise crash will likely happen.
This was from initial BMesh merge, but should not have been added in since face normals are calculated and stored in the DerivedMesh.
Toggling editmode would remove poly-normals so its unlikely anything relies on this custom-data.
Fix for 2.66a
The new Copy/Paste objects feature could hang in eternal loop.
Only happens for objects that refer to another scene via linkage.
This fix then crashed Blender, needed to add a NULL check for screens.
Compositor relies on correctly tagged invalid links, but the nodeInternalRelink function used to replace reroute nodes in localization did not correctly take this flag into account. If a node replaces a link with an invalid upstream link the resulting link must also be flagged invalid.
from Lawrence D'Oliveiro (ldo)
Get rid of BLI_splitdirstring, replace with calls to BLI_split_dirfile, BLI_split_dir_part and BLI_split_file_part as appropriate.
from Lawrence D'Oliveiro (ldo)
- storage.c: Simplify BLI_dir_contents and make it and its internal subsidiary routines reentrant
- Moved common code for disposal of a struct direntry to new routine BLI_free_filelist in storage.c, and put calls to it in interface_icons.c and filelist.c
- Took out inclusion of BLI_fileops_types.h from BLI_fileops.h and put it explicitly into .c files that need it (which turned out to be only 7 of the 35 files that were including the former)
from Lawrence D'Oliveiro (ldo)
More use of bool type, necessitating adding inclusion of BLI_utildefines.h, or moving it up in the inclusion order if it was already included, in various places
- storage.c: make some variables only used in bli_builddir local to that
- storage.c: BLI_file_descriptor_size should allow 0 as a valid file descriptor
- path_util.c: make pointers to non-reentrant storage returned from folder routines const, necessitating making variables holding these returned pointers const elsewhere as well
- path_util.c: BLI_string_to_utf8 closes iconv context in case of conversion error
- blf_lang.c: fill_locales routine now has its own "languages" local variable to construct paths (was stealing internal storage belonging to BLI_get_folder before)
Issue was caused by the way how pattern sampling happens in case of
anchored display: track offset is applying on search buffer which
means offset is rounding to an integer. Fractional pat of offset was
completely ignoring which lead to jumps in pattern buffer.
This was only a visualization issue in track preview widget.
a Use Alpha option again. This makes the case where you enabled Premultiply on the
image and disabled Use Alpha on the texture work again.
That's mostly useful when you have a straight alpha image file which has no useful
RGB colors in zero alpha regions (e.g. renders). Then sometimes you don't want to
use the alpha for the texture stack mixing, but you still want to multiply it into
the RGB channels to avoid a blocky transition into zero alpha regions.
This also removes the version patch that copied image datablocks because it's not
reliable and might be causing bug #34434. This does mean we are no longer backwards
compatible for cases where two different texture datablocks with Use Alpha enabled
and disabled where using the same image.
Instead of flagging the rigid body world for frame update just call
BKE_rigidbody_do_simulation() recursively for all scenes.
This avoids having to constantly check if the simulation needs to be
updated.
The rigid body world could be rebuilt on start frame and one frame after
start frame. The latter was necessary sice animation playback usually
doesn't start at start frame.
This lead to different simulations depending on which frame the
simulaton was rebuilt when animation was involved.
Now we only rebuild the world on start frame.
This is actually tricky to do since, as mentioned above, animation
playback starts on second frame. To work around this we rebuild the
world before the actual update.
The alternative would be to rebuld the world on every simulation change
(like the other simulations do it) but this is an expensive operation
and would be too slow.