That one was:
* Resetting non-ID pointers (lib_link_xxx funcs should only affect ID
pointers, everything else shall be done in direct_link_xxx func).
* Even worse, always calling lib_link_animdata, even when
LIB_TAG_NEED_LINK tag was unset...
We do not need any special handling anymore for usercount of images used
by faces/polygons (tpage stuff), since we have the 'real_user' handling,
which will gracefully cope with all possible situations.
So better not keep that ugly confusing useless special case.
Mainly:
* Add missing `IDP_LibLinkProperty()` calls for many ID types
(harmless currently, but better be consistent here!).
* Bring lib_link_xxx functions more in line with each other.
* Replace some long if/else by switch.
For Windows 8.1 and X11 (Linux, BSD) now use the DPI specified by the operating
system, which previously only worked on macOS. For Windows this is handled per
monitor, for X11 this is based on Xft.dpi or xrandr --dpi. This should result
in appropriate font and button sizes by default in most cases.
The UI has been simplified to a single UI Scale factor relative to the automatic
DPI, instead of two DPI and Virtual Pixel Size settings. There is forward and
backwards compatibility for existing user preferences.
Reviewed By: brecht, LazyDodo
Differential Revision: https://developer.blender.org/D2539
This adds the ability to switch between different application-configurations
without interfering with Blender's normal operation.
This commit doesn't include any templates,
so its mostly to allow collaboration for the Blender 101 project
and other custom configurations.
Application templates can be installed & selected from the file menu.
Other details:
- The `bl_app_template_utils` module handles template activation
(similar to `addon_utils`).
- The `bl_app_override` module is a general module
to assist scripts overriding parts of Blender in reversible way.
See docs:
https://docs.blender.org/manual/en/dev/advanced/app_templates.html
See patch: D2565
Ideally we need to find a way to remove such a static limit here, but it's not so
trivial to implement for texture nodes. Requires some bigger system redesign there.
Just raising limit for now, which is fine for modern systems.
This removes the goal springs, in favor of simply calculating the goal forces on the vertices directly. The vertices already store all the necessary data for the goal forces, thus the springs were redundant, and just defined both ends as being the same vertex.
The main advantage of removing the goal springs, is an increase in flexibility, allowing us to much more nicely do some neat dynamic stuff with the goals/pins, such as animated vertex weights. But this also has the advantage of simpler code, and a slightly reduced memory footprint.
This also removes the `f`, `dfdx` and `dfdv` fields from the `ClothSpring` struct, as that data is only used by the solver, and is re-computed on each step, and thus does not need to be stored throughout the simulation.
Reviewers: sergey
Reviewed By: sergey
Tags: #physics
Differential Revision: https://developer.blender.org/D2514
This is already called by wm_init_userdef, in old code
different initialization methods were used but now it's not needed.
Confusing since prefs are loaded in this function that don't initialize temp.