- Use enum instead of back/front flags combinations.
- This flags behaves differently for 2d/3d curves so use different enums for them.
- This commit shouldn't change existing files.
The only way to achieve this is to re-load editMesh.
After this commit you can't iterate through vertices and insert
hooks/parents from script anymore -- this operators are now
treated as topology-changing and shouldn't be used when iterating
via geometries.
- define __BIG_ENDIAN__ or __LITTLE_ENDIAN__ with cmake & scons.
- ENDIAN_ORDER is now a define rather than a global short.
- replace checks like this with single ifdef: #if defined(__sgi) || defined (__sparc) || defined (__sparc__) || defined (__PPC__) || defined (__ppc__) || defined (__hppa__) || defined (__BIG_ENDIAN__)
- remove BKE_endian.h which isn't used
- removed some unused functions.
- renamed vars to make more sense paint_vertex.c 'flags' --> 'lock_flags'
- some odd modifications were made in unrealted, commented code, copy these back from trunk.
- rename vertex_group_fix 'cp' property to 'accuracy'
- make style more consistant with trunk.
- remove 'Radish' comments.
- remove saniy checks from blf_font.c, the callers now check instead.
- move duplicate code into defines (may move into static functions).
- move kerning checks into const values set at the start of the function, rather then checking on every character.
patch from Damir Prebeg with some edits.
Also made it so resizing the console view keeps the lower part of the text in view (could be annoying when you needed to scroll because of a resized view).
Removed the drawSelectedVerts and added drawSelectedVertices, which uses dm->foreachMappedVert.
In calc_weightpaint_vert_color():
Made the weight paint color black and return instead of input=-1
Made the pose bone selection normal when multi-paint is inactive.
Name fix for functions using mv instead of mvert.
Used vector functions provided by the math lib.
Changed some MEM_callocN references to be stacks.
Changed dm_deform_clear to use ob->derivedDeform primarily
Made the variable "float **changes" into "float (*changes)[2]"
Used CTX_data_active_object() in place of CTX_data_pointer_get_type()
Added the invert selection hotkey "Ctrl+I" to weight paint's vertex mask.
- Static variables can be initialized with constants only.
- Removed bunifont.ttf.c from datafiles -- it's not actually a
data file. Unicode font loading stuff is not in blenkernel/font.c
- Allocate as much memory for unzipped data as it's needed.
Default read chunk is 512Kb.
- Fixed regression (or just a typo) in setting utf locale.
- Default locale set to en_US:en works fine now.
- Commented put Nepali language in user preferences -- it's
not supported by current droid font and imo it's better to
have nice font for languages we actually have translation for
rather than allowing to choose more languages in user preferences.
glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex);
... with shadow enabled glGetFloatv(GL_CURRENT_COLOR, color) was called twice per character as well.
Now only call glGetFloatv(GL_CURRENT_COLOR, ...) once per string and only when drawing with shadow or blur, texture bind is stored in the font.
Gives 8% overall FPS speedup when displaying heavy UI in my test.