flag on ED_area_initialize(). This however was causing 2 problems;
- the view state got reset (popping window view back)
- the view2d operator polls failed (sliders didnt work)
This re-init was only needed for the headers though, limiting it
to these types of regions solves it.
- 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
Now I think we are all good. We still have a few actuators that were using TOGN before but that I didn't make as negative_boolean.
All fixed now:
- parent actuator
- edit object actuator
- action actuator
- shape actuator
* they were too slow for dynamic python enums, calling the callback
to list the items for each button, to get a tooltip
* enum tooltips sometimes were showing the same description twice
- moved do_history into WM_write_file after successful write of .blend@ temporary file
- Added new file flag, to avoid writing history on writing the startup.blend, autosave files and undo.
Thanks Campbell, Brecht for review!
Face's totdisp was set to correct value, but memory hasn't been
allocated for disps. Handle this in multires_topology_changed(),
so the whole MDISPS layer wouldn't be totally re-allocated when
applying displacement.
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.
It was lag of optimization logic, which always retuns object's derivedMesh
if one of of boolean operation's meshes has got no faces.
Actually, result depends on operation and which mesh has got no faces.
Added small utility function to handle this.
Do not indent if there's any non-space character after colon.
This only makes life a bit easier, but it's still not 100% correct indentation
strategy. For example when colon is inside non-closed string or so.
Also there's not indentation for { and un-indentation for }.
Handling such cases would require much smarter strategy..