Revision eba8672 by Joshua Leung April 23, 2010, 03:53 (GMT) |
Outliner Live-Search Bugfixes: Ton's commits missed the RNA changes needed to make this work (i.e. the search field was un-defined). This has now been added, and the search field has the 'search eyeglass' icon to make its purpose clearer. I've also taken this opportunity to restore the search matching flags (i.e. case sensitivity and complete vs partial matches), making these separate toggle options instead. The old searching operator stuff can probably be removed now? |
April 23, 2010, 02:25 (GMT) |
Fix [#22121] Object Mapping - "clone" linked w/previous material/texture after Make Single User Was an error in UI display of node materials/texture lists, combined with a very weird node setup. I will be a very happy person the day we finally get rid of the terribly confusing materials-inside-materials behaviour. |
April 23, 2010, 01:41 (GMT) |
Fix [#21582] Adjusting material color (color picker) crashes Thanks to the testers for helping diagnose this! |
April 23, 2010, 01:06 (GMT) |
Fix [#22120] Physics modifiers can't be removed |
April 23, 2010, 00:05 (GMT) |
Fix for small error in r28348, was preventing texture influence panel from displaying |
Revision 341d826 by Campbell Barton April 22, 2010, 20:00 (GMT) |
rename scene.visible_layers -> layers, since layers are used for editing, export, rendering & anim evaluation. |
Revision 230eec9 by Campbell Barton April 22, 2010, 19:57 (GMT) |
chaning the camera from the scene buttons didnt update the views. moved some scene/view functions from view3d_view.c into BKE_screen since they need to be accessed when changing cameras from outside the view. |
Revision 5b666c9 by Campbell Barton April 22, 2010, 18:19 (GMT) |
skip instancing objects/groups when linking in a scene, the scene has references to the objects/groups its self. |
Revision e57303e by Ton Roosendaal April 22, 2010, 18:17 (GMT) |
Header button for search filter in outliner. |
Revision 7a4a0d8 by Ton Roosendaal April 22, 2010, 18:16 (GMT) |
- Added search filter in outliner header. Only activates filter on enter, should make it do 'live' search while types. - Connecting Viewer nodes sometimes didn't recalculate, depsgraph needed remade |
Revision 749f027 by Campbell Barton April 22, 2010, 17:35 (GMT) |
rna rename start/end --> frame_start/end |
Revision 33acae1 by Campbell Barton April 22, 2010, 16:23 (GMT) |
only override start and end frames with particle's if the partices are emitters. Was very confusing for hair baking. |
Revision 22845f8 by Campbell Barton April 22, 2010, 16:22 (GMT) |
avoid try/except with in texture UI |
Revision 3c4339c by Diego Borghetti April 22, 2010, 12:05 (GMT) |
Remove unused var from blenfont. |
April 22, 2010, 11:35 (GMT) |
warning cleanup |
April 22, 2010, 11:35 (GMT) |
Fix [#22088] Object's material changes (links) to other when moving an object to an other layer WM_operator_props_popup() and subsequent block handle function redo_cb() was popping an operator undo, without having pushed one previously - this would undo one too many times when using the properties invoke popup. Fixed by adding an undo push to WM_operator_props_popup() |
Revision a56b72f by Diego Borghetti April 22, 2010, 10:56 (GMT) |
BugFix: [#20854] PROPERTIES STAMP: Rendering stamp flickers in output renders Blenfont was not thread safe, that is why one thread can change the font properties (size, dpi, color, etc) at the same time that the stamp draw on the image, and then the problem. To make blenfont thread safe I have to change two important things: 1) Every BLF_* function take one argument, the font id. 2) We have two new function to make font "thread safe": BLF_load_unique BLF_load_mem_unique This two function are for case like stamp, that need and own font that don't share the glyph cache, so can draw without problem in a different thread. Why the BLF_*_unique function ? Because blenfont keep only one copy of a font and keep a list of "glyph cache". Every glyph cache have size and dpi, so if two different thread access the same font at the same time, they can change value and finish with something like the stamp problem. Why don't remove the glyph cache ? Because if we do that, we finish with a font object for every size and dpi, and the stamp is really a special case that happen in the rendering process, so I really thing is better keep the glyph cache and make this two new function to handle this special case. (When I say "font object" I mean have the same freetype font multiple times just to have differents size and dpi) As Matt point we still can have one case that two thread access the BLF_*_unique function at the same time, but I am looking to fix this with some class of thread lock. For now I test and work fine, so if some one found problem, please let me know. Campbell I have to change the python api (python/generic/blf_api.c) to the new syntax, so maybe you can take a look at this. |
Revision c8c22d2 by Campbell Barton April 22, 2010, 08:25 (GMT) |
rna: added lib.parent access and made filename editable. |
April 22, 2010, 06:59 (GMT) |
Fix [#22097] missing panels in texture tab Made texture/texture slot context a bit less flaky when dealing with active material and texture nodes inside a node material in the node editor. Now if the active material has nodes enabled, and there are no active material/texture nodes inside it, nothing will be shown in the texture properties (similar to 2.49). |
April 22, 2010, 01:55 (GMT) |
Fix [#22078] Cannot apply modifier in python (context error) Previously all modifier operators relied on the buttons layout data context pointer to decide which modifier to work on. This meant that these operators would only work from from the properties panel, and not from scripting/macros or for operator redo. This commit makes all modifier operators take the modifier name as an operator property, so the operators can be re-done or executed outside of the modifier panel. When invoking the operators from the modifier panel, they automatically fill in the operator property from context. This isn't a perfect API design, but it does bring these operators in line with the design of being able to access all UI functionality via other means like scripts. |
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