not work.
This is a temporary fix to make button type work. I'll check on other cases
now too.
Best would be to have UI code return correct flags for whether it has
done something or not. This hasn't been coded really - so that's a todo for
a later cleanup there.
The modifier keys were getting own key as modifier :)
Made it not possible to use them for events.
Still open issue: for some reason modifer key 'press' gets swallowed.
Digging into that.
Double clicks were never working reliably in Blender - this mostly because
it wasn't a real event, but something generated in the handler code.
Now it is an actual event - meaning it always gets handled (if you have
a keymap item for it of course), but if there's no doubleclick handling
it treats the doubleclick as a normal click.
Also cleaned code. No recursion anymore.
When this new subtypes is used, then string of property is hidden using
asterisks, e.g.: mysecretpassword -> ****************
This code was reviewed and modified by Brecht. Thanks very much:
- https://codereview.appspot.com/6713044/
This new subtype of string property is intended mostly for Add-on developers
writing Add-on which communicates with some server (http, sql, ftp, verse,
etc.). When this server requires user authentication and user has to type
username and password, then current API didn't allow to type 'hidden' password,
e.g. when you want to demonstrate this script, then everybody can see this
security password. Some examples of Add-on which could use this new subtype:
- On-line database of textures
- Integration of render farm
- Integration of Verse
Security Notes:
- You can copy paste hiddent string of property from text input using (Ctrl-C, Ctrl-V),
but you can do this in other GUI toolkits too (this behavior it is widely used).
- Text of string property is stored in plain text, but it is widely used in other
GUI toolkits (Qt, Gtk, etc.).
Simple examples:
- https://dl.dropbox.com/u/369894/draw_op_passwd.py
- https://dl.dropbox.com/u/369894/blender-password.png
Oldie: Texture buttons - "Add New Image" - crashes on changing X or Y resolution.
I've greyed out these buttons now, changing image memory that's in use by the
preview render is not supported.
A real fix I did was assigning the new image to the texture, that was missing.
Storing this list in the node has the advantage of requiring far fewer calls to the potentially expensive internal_connect callback. This was called on every node redraw ...
Also it will allow Cycles to properly use the internal links for muted nodes, which ensures consistent behavior. The previous method was not applicable in Cycles because transient list return values are not supported well in the RNA and particularly the C++ API implementation.
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.
Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
Ancient 2.5 UI issue:
The button views in Property Editor have an internal storage, to ensure the view
on the buttons stays same when you switch contextes or select objects.
Bug was that - in case buttons were all scrolled invisible - sometimes no slider
was drawn to indicate that.
Discussion on whether this is a good feature or not: the only improvement would
be to store such settings even per object... but that's a feature creep I think.