This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
There is no need to have another font embedded in the Blender executable, we
can assume the bundled font exists. In the future we may provide a fallback
if the font specified by the user in the preferences is missing a character,
but that can use our bundled international font.
Differential Revision: https://developer.blender.org/D6854
The same was done for Windows, but some extra changes were needed to make it
work on macOS. This is required because the Blender quit dialog now contains
additional settings for image saving.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
Use zoom steps lower than 1. This allows to zoom out a high-res
image. For example, before it was not possible to maker 4K image
to fit on FullHD monitor.
Also, don't force zoom to be above 1. Not sure why that was done,
but this disallows zooming out.
It is still not possible to zoom in higher than the window size
allows. In order to support this the player needs to be refactored
in a way that allows to decouple zoom from window size.
Fixes T59177: Animplayer extreme zooms in when playing rendered animation
This does not include all the struct and type renaming. Only files were
renamed.
gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
There were a number of cases where immActivate() and immDeactivate() could
get out of sync, causing crashes due to using a freed mutex lock. Refactor
the code now to hopefully avoid this always.
Deleting the old internal audaspace.
Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
- Most requested: Play self generated sounds using numpy arrays.
- For games: Sound list, random sounds and dynamic music.
- Writing sounds to files.
- Sequencing API.
- Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.