- highlighed buttons that were never pressed could be activated by accident when canceling search popup.
- canceling a search popup on a popup would close both.
It's now default to 2D textures, and no AUTO mode at this
moment, since detecting which method is the best not so
simple.
Image drawing could manually be switched to GLSL for tests
and feedback, but for default GLSL is not so much great.
Reason of this is huge images, where operations like panning
becomes dead slow comparing GLSL vs. 2D texture.
Labels in UI were not drawing greyed out when disabled.
Bug in post 2.66a commit to make greying out buttons draw much nicer.
User reported Addon menu was not clearly showing disabled Addons anymore.
Color Pickers in Blender support precision editing with holding Shift key.
Unfortunately, on first click the picker cursor moves to the mouse position,
making the precision dragging quite useless.
Now, if you hold Shift, the picker editing will only apply the delta motion
of your mouse drags, making it much nicer for fine tuning of color grades
in Sequencer or Compositor.
Now copying a scene will also duplicate groups that consist entirely of objects
that are duplicated with the scene. The rigid body world will then also pointers
to these new groups.
Most of the places which relied on RNA_path_resolve() did so believing that if
it returned true, that it had found a valid property, and that the returned
pointer+property combination would be what the path referred to. However, it
turns out that if the property at the end of the path turns out to be a
"pointer" property (e.g. "data" for Object.data), this would automatically
become the pointer part, while the prop part would be set to null. Hence, if a
user accidentally (or otherwise) specifies a path for the single-property driver
variable type like this, then Blender would crash.
This commit introduces two convenience functions - RNA_path_resolve_property()
and RNA_path_resolve_property_full() - which mirror/wrap the existing
RNA_path_resolve() functions. The only difference though is that these include a
check to ensure that what was found from resolving the path was in fact a
property (they only return true iff this is the case), and make it explicitly
clear in the name that this is what they will do so that there's no further
confusion. It is possible to do without these wrapper functions by doing these
checks inline, but the few cases that had been patched already were pretty
hideous looking specimens. Using these just make it clearer and simpler for all.
I've also beefed up the docs on these a bit, and changed these to using bools.
Wrongly replaced a "&" with "|" for a define. That made node headers in node editor
draw too dark. Also made header for default node not use alpha.
In general this drawing is not very good - it gets too transparent and dark.
Needs nicer AA function in interface, will be done later.
With extreme narrow scaled editors, the slider/mask code in View3d could deliver
zero sized or invalid window matrices.
Needs confirmation from Sergey if it works :)
To achieve this, some code (callbacks and search button creation) was moved from wm_operators.c to interface/interface.c, and a new UI function was added, uiDefSearchButO_ptr.
Note: This new code uses the fact that uiButHandleFunc callbacks get executed before operator when one of its arg is the button itself!
Many thanks to Campbell who helped me a lot with this patch!
Cleanup: also removed two unused pointers from uiBut struct.
* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:
Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:
These attributes/aspects are:
Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)
Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.
Properties that affect this are:
Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.
These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
per render layer samples in addition to the progress bar.
Also fixed job progress bar not working at all on high DPI / retina, was so small
the actual progress was not visible.
- "Add node" was showing on wrong location when used via pulldown menus.
Now this option will put the nodes in center of the view.
- The Curves widget was making itself smaller/bigger based on width of region.
That messes up the layout engine now - especially the code that checks if
there's a scroller needed or not (it went into an eternal feedback loop).
Now this widget has fixed height (like the other larger widgets).
Better would be to allow such large widgets to be scaled vertically individually.
That's for the todo!
- GLSL shader wasn't aware of alpha predivide option,
always assuming alpha is straight. Gave wrong results
when displaying transparent float buffers.
- GLSL display wasn't aware of float buffers with number
of channels different from 4, crashing when trying to
display image with different number of channels.
This required a bit larger changes, namely now it's
possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
to glaDrawPixelsTex, This also implied adding format to
glaDrawPixelsAuto and modifying all places where this
functions are called.
Now GLSL will handle both 3 and 4 channels buffers,
single channel images are handled by CPU.
- Replaced hack for render result displaying with a bit
different hack.
Namely CPU conversion will happen only during render,
once render is done GLSL would be used for displaying
render result on a screen.
This is so because of the way renderer updates parts
of the image -- it happens without respect to active
render layer in image user. This is harmless because
only display buffer is modifying, but this is tricky
because we don't have original buffer opened during
rendering.
One more related fix here was about when rendering
multiple layers, wrong image would be displaying when
rendering is done. Added a signal to invalidate
display buffer once rendering is done (only happens
when using multiple layers). This solves issue with
wrong buffer stuck on the display when using regular
CPU display space transform and if GLSL is available
it'll make image displayed with a GLSL shader.
- As an additional change, byte buffers now also uses
GLSL display transform.
So now only dutehr and RGB curves are stoppers for
using GLSL for all kind of display transforms.