Merge branch 'blender-v4.0-release'
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commit
db093a4608
@ -473,7 +473,7 @@ extern "C" int GHOST_HACK_getFirstFile(char buf[FIRSTFILEBUFLG])
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if (![closing_window isKeyWindow]) {
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/* If the window wasn't key then its either none of the windows are key or another window
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* is a key. The former situation is a bit strange, but probably forcin a key window is not
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* is a key. The former situation is a bit strange, but probably forcing a key window is not
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* something desirable. The latter situation is when we definitely do not want to change the
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* key window.
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*
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@ -1575,12 +1575,12 @@ static ID *lib_override_root_find(Main *bmain, ID *id, const int curr_level, int
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}
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if (entry->tags & MAINIDRELATIONS_ENTRY_TAGS_INPROGRESS) {
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/* Re-processing an entry already being processed higher in the callgraph (re-entry caused by a
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* dependency loops). Just do nothing, there is no more usefull info to provide here. */
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/* Re-processing an entry already being processed higher in the call-graph (re-entry caused by
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* a dependency loops). Just do nothing, there is no more useful info to provide here. */
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return nullptr;
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}
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/* Flag this entry to avoid re-processing it in case some dependency loop leads to it again
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* downwards in the callstack. */
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* downwards in the call-stack. */
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entry->tags |= MAINIDRELATIONS_ENTRY_TAGS_INPROGRESS;
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int best_level_candidate = curr_level;
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@ -118,17 +118,21 @@ struct uiViewItemHandle;
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/** #uiBlock.emboss and #uiBut.emboss */
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enum eUIEmbossType {
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UI_EMBOSS = 0, /* use widget style for drawing */
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UI_EMBOSS_NONE = 1, /* Nothing, only icon and/or text */
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UI_EMBOSS_PULLDOWN = 2, /* Pull-down menu style */
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UI_EMBOSS_RADIAL = 3, /* Pie Menu */
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/** Use widget style for drawing. */
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UI_EMBOSS = 0,
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/** Nothing, only icon and/or text */
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UI_EMBOSS_NONE = 1,
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/** Pull-down menu style */
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UI_EMBOSS_PULLDOWN = 2,
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/** Pie Menu */
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UI_EMBOSS_RADIAL = 3,
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/**
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* The same as #UI_EMBOSS_NONE, unless the button has
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* a coloring status like an animation state or red alert.
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*/
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UI_EMBOSS_NONE_OR_STATUS = 4,
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UI_EMBOSS_UNDEFINED = 255, /* For layout engine, use emboss from block. */
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/** For layout engine, use emboss from block. */
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UI_EMBOSS_UNDEFINED = 255,
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};
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/** #uiBlock::direction */
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@ -2834,7 +2838,11 @@ void uiItemPointerR(uiLayout *layout,
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const char *name,
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int icon);
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/* Create a list of enum items. Active is an optional item to highlight. */
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/**
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* Create a list of enum items.
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* \param active: an optional item to highlight.
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*/
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void uiItemsFullEnumO(uiLayout *layout,
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const char *opname,
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const char *propname,
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@ -2846,7 +2854,7 @@ void uiItemsFullEnumO(uiLayout *layout,
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* Create UI items for enum items in \a item_array.
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*
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* A version of #uiItemsFullEnumO that takes pre-calculated item array.
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* active, if not -1, will highlight that item.
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* \param active: if not -1, will highlight that item.
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*/
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void uiItemsFullEnumO_items(uiLayout *layout,
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wmOperatorType *ot,
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@ -159,7 +159,7 @@ static void gpu_viewport_textures_create(GPUViewport *viewport)
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}
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}
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/* Can be shared with GPUOffscreen. */
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/* Can be shared with #GPUOffscreen. */
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if (viewport->depth_tx == nullptr) {
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/* Depth texture can be read back by gizmos #view3d_depths_create. */
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/* Swizzle flag is needed by Workbench Volumes to read the stencil view. */
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