The icons for materials were always lagging or not updating
at all. I also found it suspicious slow...
It appeared that the icons now store a "mip level", where for
every change in Materials 2 render jobs for icons were started,
one for 32x32 pix, one for 96x96. The latter was cancelling out
the first job almost always.
Also made preview renders detect size, to set amount of tiles
to be rendered. Small icons use 1 part, larger previews 16 now.
All in all, behaves much smoother now! But, will also update
the thread Jobs manager to allow "delayed jobs" like for icons,
these are aggressively put as first in the jobs list.
- rather then use unlink="None", just don't pass unlink as a keyword. This is more pythonic.
- added an RNA flag for properties which cant be unlinked by setting to None.
UI name buttons with Search callback show red when item couldn't be
found. The check was too simple though, since the searches also find
partial matches. This caused KeyingSet browse to show red for "RotScale".
Now 10 matches are stored, and each match is being checked. Still a
bit weak for cases with more than 10 matches, but in that case it
won't show red-alert.
Issue caused because previously sliders used a separate mask and now they're
drawing inside of region.
Thanks to AlexKu for point and Ton for checking :)
Property buttons: the "ID template" allowed to unlink data from object,
like Mesh or Curve etc, which is not supported. Button now is hidden.
Thanks Dan Eicher for patch.
Also: improved tooltip for 'data browse'. It was generic, now it gives
specific per-type information.
- operators need to enable the option OPTYPE_PRESET or 'PRESET' in python.
- hidden properties are not written.
- currently this only works in the file selector (enabled for FBX/OBJ export)
- currently the menu label doesnt change when presets are selected, this is a TODO, not so simple since the UI is defined in C and the label in python.
- presets save in "scripts/presets/operators/*id*/*.py"
- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
Pulldown and other popup menus: this button type exits on release.
While holding mouse you then can move around, but the highlight of button
didn't disappear if you were outside item. The menu then doesn't close
when you release the mouse.
Now highlight goes on/off on mouse moves to show this better.
Implementation note: menu items are coded similar to regular activate
buttons (like for tools). There's no provision to make highlights go
to the next item while holding mouse in menus. That I rather not mess
with now.
[#25284] Traceback error on "System Info" script
- Align was only working on mesh objects, now operate on all objects, missing boundbox's are treated as single points.
- obj.bound_box was returning all nan's for object types with no boundbox.
- ENUM_FLAG type enums were showing no text when displayed in operator redo panel.
Using RMB on menus to change hotkeys was broken.
- the input button was on a weird place outside menu, assign
would close pulldown, so you had to reopen to check
- ESC didn't close the button, but assigned ESC as hotkey.
This key is a protected key, and always should be escaping.
- Worst bug: if you used this on a 'user keymap' it removed
all entries from the map...
Automatically assign menu keys based on name, alternative to pressing number 0-9 on menus items.
keys are assigned by first giving each menu item the first character of any word, if that fails any key in the name is used.
- active key is shown underlined.
- only ascii keys are assigned currently.
- can run operators, open menu items.
- currently this only works in cases where number buttons were used (UI_BLOCK_NUMSELECT), but could be enabled for file menu, splash etc by removing this check.
Was another problem caused by each brush being allowed in more than
one paint mode.
Added a new field to the brush struct to indicate what mode the icon
was last set for; if it's changed then reset it. Not sure if it's
really worth it to cache this, could remove it for simplicity.
Graph editor: submenu for handle type had drawing error.
Seems to be the collumns-separator feature for enum properties?
No time for debugging that, a 5-item menu doesn't need 2 collumns.
For constraints that have 'disabled' flag (because it has invalid
input) the name was drawn in red. Easy to recognize constraints that
stopped working.
[#25159] Vertex locations dont read correctly and are not labeled correctly in the properties bar.
- non rna buttons can now have units set.
- calls with invalid units system now raises an assert().
- include .mxf in filter.
This is need to properly handle 3d text (dalai work on GE), before
the BLF_aspect only take one argument, and the result was a call to:
glScalef(aspect, aspect, 1.0)
Now the three value are store in the font (x, y and z) and also
need to be enable using BLF_enable(BLF_ASPECT).
By default all the code that don't have BLF_ASPECT enable work with
a scale of 1.0 (so nothing change to the current UI).
I also remove all the call of BLF_aspect(fontid, 1.0) found in
the editors, because is disable by default, so no need any more.
Campbell the only thing to check is the python api, right now
I modify the api to from:
BLF_aspect(fontid, aspect)
to:
BLF_aspect(fontid, aspect, aspect, 1.0)
This is to avoid break the api, but now you need add the BLF_ASPECT
option to the function py_blf_enable and in some point change
py_blf_aspect to take 3 arguments.
Two isses:
- Material assigning to MetaBalls used wrong pointer
(copy paste error, casting badly).
- Checking for node-material used wrong RNA pointer
(confusing void stuff going on here!)
The error leads to corruption in data and/or random
crashes. Better update svn now!
- with the NLA on a small strip text was drawn under the scroll bar, now draw with same alignment as rectangle constrained text.
- single alloc per text item.
- was using opengl context rather then passing color value.
- Part of this report is a misunderstanding, but there was no access to bold/italic fonts.
- Added rna access and changed the operators to use only rna properties.
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
Outliner: if bottom slider was hidden, you still could not click there
on items. Code was using region-mask to clip input, but the mask is not
adjusted for sliders now (keeps view same).
- pep8 script was giving an error on non utf8 scons source files.
- use PyList_SET_ITEM macro when list type is ensured.
- all mathutils types use subtypes to create new types when available.
- use defines MAT3_UNITY, MAT4_UNITY to initialize unit matrices.