Not really sure what the issue here was initially (might have been a
driver problem) but looks like the issue is solved if we skip generating
a display list for clipped objects; Driver does not like a generated
list that is not drawn.
Now we try to clip the object always, not only when using display lists.
This means that display lists will only get generated if object is
actually visible.
Also used glPush/glPop for instance matrices since glLoad can cause
recalculation of inverses in the driver.
Fixed dead references of API identifiers (e.g., freestyle.types.Interface0D)
due to relocations of the identifiers into submodules. Also made various minor
revisions of mark-ups and typos.
Incorrectly accessing the menu pointer, set it to NULL before doing the
tests.
We don't restore the menu pointer because it is invalid by the time the operator ends.
Issue, after a lot of blood sweat and tears, was found in
ui_but_update_from_old_block, where we restore a button to its old
values when possible. The problem here is that a1 and a2 are not really
meant to store temporary variables, because they tend to get overriden
and palette selection is one of those temporary states.
Instead, we now store the position of each button in the palette in a2
and pointer to the palette in the customdata pointer of each button and
use that to test if it's active. The positions won't change when
clicking so we are guaranteed that the old button won't override the new
one with garbage.
It's still hacky but it is better than testing button types when copying
old values.
Freestyle sections of the API docs were empty due to Freestyle module reorganization
in commit rB6498b96ce7081db039354228213d72e8c70bd3aa.
Module __all__ property was added to submodules so as to properly exclude irrelevant
documentation elements such as mathutils.Vector.
Currently, this pointer prop is not editable, and making it so does not seem
to be trivial (sound strip seems to use the filepath path, not the soundID pointer?),
so just hide the matching UI item.
Was using first vertex for depth (which could be anywhere),
now use the view-pivot.
was also copying uninitialized vector into knife_find_closest_* return values (confused debugging).
Added a special notifier now NC_WM|ND_UNDO in order to deal with such cases
and now compositor/image will refresh when undo happens.
There are much more ways to fail compo to update the resul, like undoing
while it's not visible and so, but as mont29 said -- let's at least fix
obvious crap in the workflow.
- only include files known to git.
- includes all submodules.
- version extracted from BKE_blender.h for naming.
- MD5 checksum generated.
- 'make tbz' convenience target.
Script by Dan McGrath with own minor edits.