forked from bartvdbraak/blender
Fix v2.0 for #2256:
An alternative fix - last one broke stuff that I only discovered *after* committing! Go figure! Basically, gave B_REDR events for the sliders -- I still think there is a bigger underlying issue here, but it is best left for Ton the interface guru! ;)
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@ -1910,18 +1910,18 @@ static void world_panel_amb_occ(World *wrld)
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/* aolight: samples */
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uiBlockBeginAlign(block);
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uiDefButS(block, NUM, 0, "Samples:", 10, 120, 150, 19, &wrld->aosamp, 1.0, 16.0, 100, 0, "Sets the number of samples used for AO (actual number: squared)");
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uiDefButS(block, NUM, B_REDR, "Samples:", 10, 120, 150, 19, &wrld->aosamp, 1.0, 16.0, 100, 0, "Sets the number of samples used for AO (actual number: squared)");
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/* enable/disable total random sampling */
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uiDefButS(block, TOG|BIT|1, 0, "Random Sampling", 160, 120, 150, 19, &wrld->aomode, 0, 0, 0, 0, "When enabled, total random sampling will be used for an even noisier effect");
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uiBlockEndAlign(block);
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uiDefButF(block, NUM, 0, "Dist:", 10, 95, 150, 19, &wrld->aodist, 0.001, 5000.0, 100, 0, "Sets length of AO rays, defines how far away other faces give occlusion effect");
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uiDefButF(block, NUM, B_REDR, "Dist:", 10, 95, 150, 19, &wrld->aodist, 0.001, 5000.0, 100, 0, "Sets length of AO rays, defines how far away other faces give occlusion effect");
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uiBlockBeginAlign(block);
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uiDefButS(block, TOG|BIT|0, B_REDR, "Use Distances", 10, 70, 150, 19, &wrld->aomode, 0, 0, 0, 0, "When enabled, distances to objects will be used to attenuate shadows");
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/* distance attenuation factor */
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if (wrld->aomode & WO_AODIST)
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uiDefButF(block, NUM, 0, "DistF:", 160, 70, 150, 19, &wrld->aodistfac, 0.00001, 10.0, 100, 0, "Distance factor, the higher, the 'shorter' the shadows");
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uiDefButF(block, NUM, B_REDR, "DistF:", 160, 70, 150, 19, &wrld->aodistfac, 0.00001, 10.0, 100, 0, "Distance factor, the higher, the 'shorter' the shadows");
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/* result mix modes */
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uiBlockBeginAlign(block);
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@ -1936,8 +1936,8 @@ static void world_panel_amb_occ(World *wrld)
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uiDefButS(block, ROW, B_REDR, "Sky Texture", 210, 25, 100, 20, &wrld->aocolor, 2.0, (float)WO_AOSKYTEX, 0, 0, "Does full Sky texture render for diffuse energy");
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uiBlockBeginAlign(block);
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uiDefButF(block, NUMSLI, 0, "Energy:", 10, 0, 150, 19, &wrld->aoenergy, 0.01, 3.0, 100, 0, "Sets global energy scale for AO");
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uiDefButF(block, NUMSLI, 0, "Bias:", 160, 0, 150, 19, &wrld->aobias, 0.0, 0.5, 10, 0, "Sets bias to prevent smoothed faces to show banding (in radians)");
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uiDefButF(block, NUMSLI, B_REDR, "Energy:", 10, 0, 150, 19, &wrld->aoenergy, 0.01, 3.0, 100, 0, "Sets global energy scale for AO");
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uiDefButF(block, NUMSLI, B_REDR, "Bias:", 160, 0, 150, 19, &wrld->aobias, 0.0, 0.5, 10, 0, "Sets bias to prevent smoothed faces to show banding (in radians)");
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}
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}
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@ -1981,8 +1981,8 @@ static void world_panel_world(World *wrld)
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uiBlockBeginAlign(block);
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uiBlockSetCol(block, TH_BUT_SETTING1);
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uiDefButF(block, NUMSLI,0, "Exp ", 160,30,145,19, &(wrld->exp), 0.0, 1.0, 0, 2, "Sets amount of exponential color correction for light");
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uiDefButF(block, NUMSLI,0, "Range ", 160,10,145,19, &(wrld->range), 0.2, 5.0, 0, 2, "Sets the color amount that will be mapped on color 1.0");
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uiDefButF(block, NUMSLI,B_MATPRV, "Exp ", 160,30,145,19, &(wrld->exp), 0.0, 1.0, 0, 2, "Sets amount of exponential color correction for light");
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uiDefButF(block, NUMSLI,B_MATPRV, "Range ", 160,10,145,19, &(wrld->range), 0.2, 5.0, 0, 2, "Sets the color amount that will be mapped on color 1.0");
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}
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@ -3468,7 +3468,7 @@ static int ui_do_block(uiBlock *block, uiEvent *uevent)
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if( (block->flag & UI_BLOCK_LOOP) && but->type==BLOCK);
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else
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retval= UI_RETURN_OK; /* event handled, so return */
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if (butevent) retval= UI_RETURN_OK;
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}
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}
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}
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