- fix: user pref, window title was reset to 'Blender' on tab usage
- Undo history menu back:
- name "Undo History"
- hotkey alt+ctrl+z (alt+apple+z for mac)
- works like 2.4x, only for global undo, editmode and particle edit.
- Menu scroll
- for small windows or screens, popup menus now allow to display
all items, using internal scrolling
- works with a timer, scrolling 10 items per second when mouse
is over the top or bottom arrow
- if menu is too big to display, it now draws to top or bottom,
based on largest available space.
- also works for hotkey driven pop up menus.
- User pref "DPI" follows widget/layout size
- widgets & headers now become bigger and smaller, to match
'dpi' font sizes. Works well to match UI to monitor size.
- note that icons can get fuzzy, we need better mipmaps for it
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
On anim-render, a click in timeline stopped render completely.
The reason for this was a bit wacko code to cope with frame-step
feature (steps of multiple frames).
I thought of fixing that, but instead decided to block any operator
in Blender to change a frame while a render is in progress.
Both render engine and UI are accessing (writing to) the same
data then, which is a bad conflict.
Still a serious weakness of threaded render, but I'll keep
trying to allow this as far as possible :)
If greasepencil became active, making Blender area full or restore
screen from full, the greasepencil handler was still running, using
outdated area pointer. This crashed Blender.
Now greasepencil modal() ends on the case its own stored area does
not exist anymore.
When rendering, during processing scene data, drawing in 3d window
is now locked. Can get extended to more areas in UI easily.
At least this solves all crashes with conflicting memory access in
render && 3d drawing. Deleting objects via operators or delete
modifiers isn't locked yet.
Also fixed: crash on quitting a renderwindow when it was rendering.
Hanging Tooltips solved!
It appeared to be that an active button remained in that state when
another region/editor became active. It then kept the button-activate
state, and therefore also the optional tooltip.
This only happened on fast moves, when a mousemove event was not passed
on anymore to the previously active subwindow.
It has been solved with a new notifier (SWINACTIVE), which gets sent on
new active regions. The screen listener then calls uiFreeActiveButtons()
to find out if buttons were still active somewhere else.
Using Marker menu (dopesheet) didn't work, the operators themselves
were checking Y coordinate of event.
Handlers also support boundbox checks. For this case it needed a bit
special handling. But works :)
Right Mouse on area edges has menu to Split or Join. Works like 2.4.
Code needed cleanup and upgrade; operators were hardcoded tied to using
the area corner widgets only. In theory this is getting py ready even,
but that might need some additional testing. :)
- Fixed problem where just trying to replace existing keyframes would
result in the intepolation set on that keyframe to get lost. This was
mostly an issue if trying to re-block some animation in the middle of
a shot, with the rest of the keys set to Bezier, but the first
keyframe in this new segment needing to be Constant so that we don't
get sloppy automatic interpolation in the way
- Hooked up Media-Play/Stop/Next/Prev controls to animation playback
and keyframe jumping functionality in default keymap in addition the
existing controls. I'm also considering whether to migrate Next/Prev
Keyframe key mappings off the Ctrl-PageUp/Down keys for a more
ergonomic option (i.e. shift <, shift >)
- fix mistake with grease pencil UI (&& was intended but & used).
- use (void) rather then () across _all_ blenders code.
- a few minor edits, don't shadow stack variables in roll calculation & avoid running memset() for VBO vertex map.
- Bugfix #25937
Child-of constraint now behaves like regular parent-child
relationship when all options are set. This prevents the
errors that can happen when decomposing non-uniform matrices.
- Todo item
The area corner hotspots for splitting/merging were far too
narrow. Now it uses a circular distance to detect whether
the hotspot is active. Also cleaned up drawing code for it.