For popup interactions we need to know if events are in the region or not,
however subtracting the shadow isn't so reliable, since its not always added to all sides of a popup.
Instead, get the winrct value from a popup using the block rect, otherwise the winrct as-is.
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
Steps to reproduce were: startup.blend, move any object, delete active scene (nothing happens), undo (nothing happens), second undo is needed to revert object transformation
* draw lattice boundingboxes in 3dView [if "show_bounds" is used -- an option previously pretty useless for lattices]
* give proper values for lattice objects ".bound_box" in bpy
* give proper values for armature objects ".bound_box" in bpy
* lets users use "Dimensions" [in 3dView Transform panel] on lattices and armatures
* remove redundant calculations in "boundbox_armature()"
Armatures boundingboxes were already drawn in 3dView, if "show_bounds" was used.
Based on report T45735: Lattice's bounding_box doesn't update,
and a comment in code by @campbellbarton ("later we may want to add dimensions for lattice, armature etc too").
Revision: https://developer.blender.org/D1460
Non-uniform scaled obmat will lead to transformation not preserving angles, so
we must ensure our normal is orthogonal to the edge **after** applying obmat.
When using unit system, step was multiplied by 100, could really not find any good reason to that.
Easy to revert anyway if needed, but in this case please explain why in code. ;)
Investigated and patch by Thomas Radeke (ThomasR), thanks.
Not much to add, you can now clear previews from current .blend file, or a set of non-opened files.
Likewise, you can generate previews (for mat/tex, objects, groups, scenes, ...).
This is likely weak design, but allows people to change several settings without having to wait
several tenth of seconds each time, when e.g. transferring UVs between heavy geometries.
Sliders in for FCurves in the animation editors were leaving space for
one extra setting that they didn't need to be accounting for (and which
wasn't shown, as it isn't valid for FCurves).
After some testing of the behaviour of this stuff, it became clear that the current
pressure handling here isn't very useful. The initial point would invariably get a
low pressure value (due to the way that the initial tap needs time to "take"), while
the end of the stroke suffers from similar issues (i.e. when the pen is released).
Meanwhile, the line thickness would flicker while drawing the stroke, as the endpoint
pressure varied.
So, until we find a better way, all straight line segments are now drawn without
pressure sensitivity.
Make it so CCGDM reports 0 number of geometry when it uses GPU backend for
drawing. This screws up a bit statistics in info header and requires to have
some special handle of CCGDM in the drawing code, but makes it so non of the
areas will try to access non-existing geometry.
The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
The old method:
The "old" method used the node dimensions to get a number of lines and checked if they intersect with the node link. Issue with this is that only a small part of the actual node surface is checked, making the method a bit unpredictable or unresponsive.
The new method:
The new method checks for intersections within the entire node surface. If multiple links are intersected, the node with the smallest distance from the *upper left corner* to the link is chosen.
Reviewed by @campbellbarton (tm)
Was intended to be disabled in rBa3b86611a8182, but disabled 3D View FPS drawing instead of VSE drawing. Triple checked but 3D View doesn't draw FPS now, so everything seems fine now.
Note: To recreate this you had to play animation once before scrubbing.
After scrubbing, Blender kept thinking an animation is played (see animation "Play" button), even after mouse release. This resulted in a couple of crashes, e.g. by pressing Alt+a and then Esc.
(Also minor cleanup)
Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :)
Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design
When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node.
The direction for offsetting can be toggled while you are moving the node by pressing „T“.
The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences.
Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
Needed for node insert offset (Auto-offset in UI), but kept separate so people notice it without having to check insert offset commit (not for commit ratio of course ;) )