Revision 6f4515b by Campbell Barton December 18, 2013, 08:33 (GMT) |
Fix for button selection offset Was using a different font size with selection and drawing, But scaling both so they mostly matched. This made selection shift noticeably when done on an interface zoomed in/out. |
Revision d51dd92 by Campbell Barton December 18, 2013, 08:33 (GMT) |
BLF: debug function to print a fonts state |
Revision 0e694b9 by Campbell Barton December 18, 2013, 08:33 (GMT) |
Code Clenaup: use const for button checking functions |
Revision 69a1234 by Sergey Sharybin December 18, 2013, 08:05 (GMT) |
Fix artifact in partial buffer update after recent changes The issue wasn't new in fact, just partial buffer update function was still broken. Not sure how those issues were not noticed for so long. Perhaps partial_buffer_update_rect() could be simplified, but i've got some more upcoming changes here which might run into conflicts if i'll do simplification now. |
Revision f5616bf by Thomas Dinges December 18, 2013, 06:35 (GMT) |
Code cleanup: Game Engine related panels belong into properties_game.py. |
Revision d963bdf by Campbell Barton December 18, 2013, 06:13 (GMT) |
UI: more fixes for text clipping Were still cases where numbers could be clipped incorrectly and icon size was accounted for twice when left clipping (error in own recent commit). |
Revision 2fb704d by Campbell Barton December 18, 2013, 04:37 (GMT) |
Error in last commit |
Revision d9e42cf by Campbell Barton December 18, 2013, 04:35 (GMT) |
Style Cleanup: minor edits in recent changes |
Revision 509f169 by Campbell Barton December 18, 2013, 04:34 (GMT) |
Style Cleanup |
Revision e9e08a1 by Daniel Stokes December 18, 2013, 01:03 (GMT) |
Game Engine: Level of detail support and tools Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: https://developer.blender.org/D109 |
Revision 173f7a3 by Thomas Dinges December 17, 2013, 20:36 (GMT) |
Fix compile on MSVC, we don't use "isfinite" anywhere else inside source/blender ;) |
Revision d41b2bb by Campbell Barton December 17, 2013, 20:18 (GMT) |
Fix issue with right aligned number buttons overlapping the label This also simplifies button clipping which was attempting to detect offsets that were applied afterwards, Now apply text clipping after adjusting the button rect margins. |
Revision a80278a by Campbell Barton December 17, 2013, 18:07 (GMT) |
Code Cleanup: comment unused functions |
December 17, 2013, 18:03 (GMT) |
UI: Theme Colors for Info space |
Revision c5d7ea0 by Sergey Sharybin December 17, 2013, 17:42 (GMT) |
Changes to partial update during rendering Summary: Mainly addressed to solve old TODO with color managed fallback to CPU mode when displaying render result during rendering. That fallback was caused by the fact that partial image update was always acquiring image buffer for composite output and was only modifying display buffer directly. This was a big issue for Cycles rendering which renders layers one by one and wanted to display progress of each individual layer. This lead to situations when display buffer was based on what Cycles passes via RenderResult and didn't take layer/pass from image editor header into account. Now made it so image buffer which partial update is operating with always corresponds to what is set in image editor header. To make Cycles displaying progress of all the layers one by one made it so image_rect_update switches image editor user to newly rendering render layer. It happens only once when render engine starts rendering next render layer, so should not be annoying for navigation during rendering. Additional change to render engines was done to make it so they're able to merge composite output to final result without marking tile as done. This is done via do_merge_result argument to end_result() callback. This argument is optional so should not break script compatibility. Additional changes: - Partial display update for Blender Internal now happens from the same thread as tile rendering. This makes it so display conversion (which could be pretty heavy actually) is done in separate threads. Also gives better UI feedback when rendering easy scene with small tiles. - Avoid freeing/allocating byte buffer for render result if it's owned by the image buffer. Only mark it as invalid for color management. Saves loads of buffer re-allocations in cases when having several image editors opened with render result. This change in conjunction with the rest of the patch gave around 50%-100% speedup of render time when displaying non-combined pass during rendering on my laptop. - Partial display buffer update was wrong for buffers with number of channels different from 4. - Remove unused window from RenderJob. - Made image_buffer_rect_update static since it's only used in single file. Reviewers: brecht Reviewed By: brecht CC: dingto Differential Revision: https://developer.blender.org/D98 |
Revision 04eb24a by Sergey Sharybin December 17, 2013, 16:16 (GMT) |
Fix T37718: Texture compression missing Make sure image will saved as (not over) after changing it's type to Generated by clearing image's path in signal handler. |
Revision 8e59beb by Campbell Barton December 17, 2013, 13:20 (GMT) |
Code Cleanup: comment unused define |
Revision 6e88e3e by jens verwiebe December 17, 2013, 13:14 (GMT) |
Fix compile after last commit, casting to (bArmature *), kudos to JesterKing |
Revision f5076d5 by Campbell Barton December 17, 2013, 12:04 (GMT) |
'Transform' Python Function for armature, curve and lattice. patch by Paolo Acampora with some edits. |
Revision db795b6 by Bastien Montagne December 17, 2013, 09:47 (GMT) |
Fix bplayer broken in own rB51f5c994e9f0. |
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