diff options
| author | CI bot <ps-jenkins@lists.canonical.com> | 2014-02-14 23:06:09 +0000 |
|---|---|---|
| committer | CI bot <ps-jenkins@lists.canonical.com> | 2014-02-14 23:06:09 +0000 |
| commit | 8bf38e48e954aa75ab50806d7f3501406990b5d1 (patch) | |
| tree | e2135d03d5500b4e9d5c646f793cb6ae3debd7e7 | |
| parent | b2f250aa130b86e7c684b70c81223cf02ab3b2d3 (diff) | |
Releasing 7.1.2+14.04.20140214.1-0ubuntu17.1.2+14.04.20140214.1-0ubuntu1
(bzr r3661)
| -rw-r--r-- | debian/changelog | 322 |
1 files changed, 322 insertions, 0 deletions
diff --git a/debian/changelog b/debian/changelog index e6df0cfe7..e50c1fc89 100644 --- a/debian/changelog +++ b/debian/changelog @@ -1,3 +1,325 @@ +unity (7.1.2+14.04.20140214.1-0ubuntu1) trusty; urgency=low + + [ Sebastien Bacher ] + * use unity-control-center by default. + * lists keybinding in unity-control-center. (LP: #1271710) + + [ Brandon Schaefer ] + * Bump to new libnux from this branch: + https://code.launchpad.net/~brandontschaefer/nux/xim-preedit- + support. + * Adds Super+L to lock the screen, while keeping the older shortcut + around in g-s-d (Ctrl+Alt+L). (LP: #830709) + * Do not open the dash/hud on a monitor with a top most window that is + fullscreen. (LP: #1267210) + * Implement an EMConveter. This way with default settings such that + DPI = 96.0f, and font_size = system font size. We can get the + correct EM value for any pixel size. Once we have the correct EM + value for any pixel size, the DPI value can be adjusted to the + current logical one. From here, you can now get the correct pixel + size based from of the EM value for the logical DPI of the screen. + * Refactor EMConverter API. Now all thats needed is int + ConvertPixels(int pixel); This will calculate the correct pixel size + based on the DPI and font size. + * Testing that the ibus anthy tests could possibly be causing strange + issues on the nvidia machine. So skipping them to test if tihs is + the source of the error. + * Add Pt to Px function to em converter. + * Move EMConverter over to unity settings. + * Add multi monitor support for EMConverter in unity settings. Now you + can grab a specific converter per monitor. + * Simple RawPixel class. It adds 2 define literals, ex: 10_em, + 10.0_em. From there it turns them into raw pixels. RawPixels have CP + (CovertPixel) function which takes in an EMConverter that allows you + to use a converter specific to a monitor to convert the raw pixel to + the correct value. + + [ Marco Trevisan (TreviƱo) ] + * Don't re-present all of our windows on every frame. Only do that if + damage intersects it. Use the new APIs exposed by compiz and nux to + intelligently determine which windows need to be presented per-frame + and only register damage for those windows. This fixes two things: + 1. BaseWindows being redrawn from scratch every time damage was + registered over them. That was incorrect and should only be done in + the case of background blurs. 2. BaseWindows being drawn to the + screen on every frame, regardless of whether or not they needed to + be. Now they will only be drawn if some damage intersects beneath + them. Note that unity will expand the damage region to accomadate + the base window since nux does not support geometry clipping. So if + there is a partial intersection of the launcher for example, the + area of the screen which contains the launcher will be re-painted + (but the launcher itself won't be redrawn, just its texture) (LP: + #1080947). (LP: #1080947) + * Convert compiz regions / rects to nux::Geometry's and back easily. + * UnityScreen: remove the useless and expensive gl{Push,Pop}Attrib + calls For some reasons this code was copied by the opengl plugin as + a workaround to fix the state of our screen after that nux has + drawn. Actually this is not needed, the only thing we really need to + do is to fix the current Viewport, because nux seems to leave it in + a bad state which would lead to flickering menus, fullscreen + windows, tooltip and missing windows thumbnails in switcher. Thanks + to Sam Spilsbury for his precious support. (LP: #1251275) + * Unity: always prefer passing [this] to lambdas than [&]. + * Introspectable: use IntrospectionData class for collecting data from + children Now each introspectable object is called with an + IntrospectionData parameter and calling one of its methods it's the + only way to fill introspection data into unity. As bonus point, + remove all the unneeded UnityCore/Variant.cpp inclusions. (LP: + #1227131) + * DebugDBusInterface: add local::xpathselect::NodeSelector to use the + dloaded lib. + * BackgroundEffectHelper: Specify the required blur area before + drawing so selectively copy it at paint time This means that we + don't have to waste fragment bandwidth copying the entire backbuffer + when we could just do parts of it. Now BackgroundEffectHelper + listens to windows and views geometry changes and updates a list of + blurred regions that might be copied to the backup texture at every + repaint that affects them. This avoids to copy large regions + (especially when using big resolutions or multiple monitors), but + only the ones we really need to blur. + * SwitcherView: define a custom GeometryGetterFunc and notify helper + on changes Thanks to this the switcher won't make + BackgroundEffectHelper to create a blurred area as big as the + current monitor (with just a small padding), but an area big enough + to draw its background. This get updated automagically when the + switcher view changes its geometry... Also, use nux::AnimateValue + for switcher animations, making compiz to orchestrate it and only + redraw the view if an icon changed since the last progress + iteration. We don't want the switcher to be drawn unless its + geometry or an icon changes. Also we don't want to redraw the + switcher multiple times if only a not-animated parameter of an icon + (such as a pip or the selection glow) has changed. As bonus, reduce + lots of list copies. + * {Dash,Hud}Controller: unset the keyfocus area only if one of their + children has the focus Otherwise we could steal the focus to another + view (such as the Alt+Tab switcher). (LP: #1252760) + * IntrospectionData: use forward declaration for nux classes, add + support to glib::Variant We don't need to repeat the inclusion + everywhere we want debug introspection. This allows also to add + glib::Variant adder without the need of any other cast. + * decorations: added new unity-decorations fully gtk-css-themed inside + unity. (LP: #691817, #827537) + * PanelMenuView: show a dropdown menu of indicators, if there's no + enough horizontal space PanelService: add new dbus method + ShowEntriesDropdown that when called puts the requested indicator + entires into a DropDown menu before showing them, also threat + dropdown menus as special entries when the their geometry has been + synced. UnityCore: add add ShowEntriesDropdown virtual method as + well and implement in DBusIndicators, to call the relative method in + PanelService. Add parents to indicator::Entry, now an entry can have + one or more parents (that's mostly depending on how many monitors we + have), and if parented, it notifies active, show_now and geometry + status to them. API cleanups included, SO-name bumped. PanelView: + add simpler PreLayoutManagement function, to avoid nux to do too + many computations that will cause the Menu to relayout too much with + no need. Added PanelIndicatorEntryDropdownView as new subtype of + PanelIndicatorEntryView that will show a go-down icon on the + PanelMenuView that when clicked will show a dropdown menu of + indicators. This will happen only if there's not enough room to see + them inline. PanelIndicatorsView: many cleanups, and add + EnableDropdownMenu that creates a new + PanelIndicatorEntryDropdownView and uses it to place the entries + that don't fit the available space, until we don't get some more. + Added and reworked a bunch of unit tests. (LP: #1274554) + * DecorationsInputMixer: pass Timestamp to events This might be needed + to perform some actions, and using CompScreen getCurrentTime() is + way much more expensive than I thought. + * MenuManager: add a wrapper for Indicators and KeyGrabber that + registers mnemonics It also emits signals with accumulators that + will just stop the emission when a client returns true, and holds + menu general settings. + * LauncherDragWindow: set the drag window background to transparent or + it will be white by default This was causing a quick flickering of + the icon as soon as it was drawn on the first place. (LP: #1279904) + * {DecorationsGrabEdge, PanelTitlebarGrabAreaView}: show the + WindowAction menu on right-click (LP: #1098419) + * PanelMenuView: we don't need to escape the panel title anymore New + decorations just use pango text. (LP: #1280077) + + [ Chris Townsend ] + * Don't re-present all of our windows on every frame. Only do that if + damage intersects it. Use the new APIs exposed by compiz and nux to + intelligently determine which windows need to be presented per-frame + and only register damage for those windows. This fixes two things: + 1. BaseWindows being redrawn from scratch every time damage was + registered over them. That was incorrect and should only be done in + the case of background blurs. 2. BaseWindows being drawn to the + screen on every frame, regardless of whether or not they needed to + be. Now they will only be drawn if some damage intersects beneath + them. Note that unity will expand the damage region to accomadate + the base window since nux does not support geometry clipping. So if + there is a partial intersection of the launcher for example, the + area of the screen which contains the launcher will be re-painted + (but the launcher itself won't be redrawn, just its texture) (LP: + #1080947). (LP: #1080947) + * In low graphics mode, only draw the Launcher background as needed + instead of all of the time, even if the Launcher is hidden. (LP: + #1179210) + * Bump the Unity glib build dependency version. + * Use IsVisibleOnMonitor() instead of IsVisible() for checking to + close the Hud when clicking the Hud icon. This is due to the icon's + quirk only being set for the current monitor. (LP: #1255241) + * Add some introspection vector variables to account for per-monitor + icon quirks to fix some failing Hud AP tests. (LP: #1244704) + * Revert most of lp:unity revno. 3509 as the Compiz Grid plugin is a + better place to handle the Ctrl-Super-Left/Right shortcuts. Expanded + autopilot test to check for correct window placement when semi- + maximizing and restoring. (LP: #1251777) + * Re-enable Quicklist and Tooltip active blurring since it was removed + due to the performance merge. (LP: #1253740) + * Fix compile error due to deprecated gtk_widget_get_state() function. + (LP: #1173219) + * Fix a bunch of failing AP tests due to changes in Unity. (LP: + #1244704) + * Due to a change in xpathselect1.4, this fixes a sorting issue of + Switcher icons for AP tests. (LP: #1244704) + * Always set the interval timer to 0 when starting a new urgent + animation timer. (LP: #1263775) + * When hiding the Dash & Hud views, zero out the geometry and update + the blur background size. This fixes the issue where the blur + background wouldn't be updated when using static blur on subsequent + opens of the Dash and Hud. (LP: #834777) + * If the Dash or Hud is opened when entering Show Desktop, ensure they + are closed. Added some Autopilot tests for this condition. (LP: + #961890) + * Add mesa-utils dependency to the unity-autopilot package since some + of the autopilot tests use glxinfo to gather information. (LP: + #1267902) + * Fixes issue where a user places the mouse over a Launcher icon that + has one unfocused window and then scrolls with the scroll wheel + would focus that application when it should not according to Design. + (LP: #1263786) + * When using the mouse scrollwheel on inactive Launcher icons with + unfocused windows, the unfocused window should not be focused. (LP: + #1267888) + * Add missing Python module declarations for multi-monitor setups. + Fixes some AP test failures. + * Fixes most Launcher based Autopilot tests due to the new object list + sorting in xpathselect1.4. + * Add back in vertical/horizontal maximized introspection objects + since some Autopilot tests need them. + * Removed the ZeitgeistUtils.h as this is no longer needed since + Zeitgeist in main is now fixed. + * Fix more Autopilot tests: Base icon center introspection on the + current monitor instead of the hardcoded first monitor. Fix + move_mouse_to_icon AP method to work correctly with multi-monitor. + Fix some scroll tests for multi-monitor. Skip the Launcher only on + primary monitor/test Launcher functionality on the second monitor + tests since the tests cannot run in this scenario. + * More Unity Autopilot Launcher test fixes: When initializing the + Launcher tests, check whether the Launcher is available on the + monitor being tested. If not, skip the test. Also, move the mouse to + the monitor being tested before running the test to make sure the + correct Launcher is being tested. Skip some Launcher reveal tests + since the test is no longer valid due to how Autopilot moves the + mouse now. Fix drag_icon_to_position method. Fix + mouse_reveal_launcher method. + * Fix more AP tests: Fix workspace emulator to get viewport info for + more than the first monitor. Fix some Hud, Dash, and Switcher tests + for multi-monitor. + * Add a method to tell the Hud icon when there are multi-monitors and + only a Launcher on the primary monitor. This will make sure the + active and visible states for the icon are correct and allow the AP + tests to pass. (LP: #1274985) + * Fixes some Autopilot Panel test failures: Emit the signal to call + OnIndicatorViewUpdated() when the active window position has + changed. Account for an overlay (Dash/Hud) to be opened when testing + if the window buttons should be shown in the Panel. This was removed + some revisions ago and it looks like it shouldn't have been. Fix up + a Panel test since it was failing in a part that didn't need to be + ran anyways. (LP: #1277265) + * Fix a couple of test_panel AP tests: The overlay window buttons did + not take multi-monitor into account, so now account for that. Fix + the AP test themselves to actually use the correct introspection + object. + * Fix a failing Dash AP test due to too many results being returned + which caused the position of the Dash icon to be off the screen. + * Fix where the mouse_disabled_ variable was unintialized which would + cause the Switcher to not work correctly with the mouse and arrow + keys. Fix the mouse filter list to account for only motion and + button click/release so arrow key navigation will still work in the + Switcher when mouse interaction is disabled. (LP: #1279499) + * Fix Autopilot test issue where Show Desktop is somehow invoked and + the recovery from this does not properly get the state back to Show + Desktop off. + + [ William Hua ] + * Replace deprecated g_settings_list_schemas with + g_settings_schema_source_list_schemas. + * Launcher: Fix GVariant type error in Hud UBus message. + * Implement the GNOME key grabber interface so that Compiz and gnome- + settings-daemon no longer have to fight for key grabs. Also, fix the + global menu bar mnemonics. (LP: #1113008, LP: #1206582, LP: + #1226962). (LP: #1113008, #1226962, #1206582) + + [ Stephen M. Webb ] + * add multi-mointor support to a couple of tests where it got misssed. + + [ George Karavasilev ] + * LauncherIcon: always try to use themed icons first, before falling + back to UnityTheme. + + [ CI bot ] + * Flush trunk to Ubuntu + + [ Eleni Maria Stea ] + * the branch fixes the following compile errors: 1. + SetReferenceFramebuffer function gets 3 parameters + (Nux/WindowCompositor.h) 2. RenderInterfaceFromForeignCmd gets const + reference not pointer as argument (Nux/WindowThread.h). + * adds virtual destructors to classes with virtual methods to prevent + memory leaks - ABI break. + * new gsetting in unityshell.xml.in: fonts-scale-factor. + * Configuration Parser class for custom gsettings. + * function that gets the monitor name from the GDKScreen in UScreen. + + [ Andrea Azzarone ] + * Don't re-present all of our windows on every frame. Only do that if + damage intersects it. Use the new APIs exposed by compiz and nux to + intelligently determine which windows need to be presented per-frame + and only register damage for those windows. This fixes two things: + 1. BaseWindows being redrawn from scratch every time damage was + registered over them. That was incorrect and should only be done in + the case of background blurs. 2. BaseWindows being drawn to the + screen on every frame, regardless of whether or not they needed to + be. Now they will only be drawn if some damage intersects beneath + them. Note that unity will expand the damage region to accomadate + the base window since nux does not support geometry clipping. So if + there is a partial intersection of the launcher for example, the + area of the screen which contains the launcher will be re-painted + (but the launcher itself won't be redrawn, just its texture) (LP: + #1080947). (LP: #1080947) + * Alt-Tab, shutdown dialog and shortcut overlay should not be + transparent in Low GFX Mode. (LP: #1170508) + + [ Sam Spilsbury ] + * Don't re-present all of our windows on every frame. Only do that if + damage intersects it. Use the new APIs exposed by compiz and nux to + intelligently determine which windows need to be presented per-frame + and only register damage for those windows. This fixes two things: + 1. BaseWindows being redrawn from scratch every time damage was + registered over them. That was incorrect and should only be done in + the case of background blurs. 2. BaseWindows being drawn to the + screen on every frame, regardless of whether or not they needed to + be. Now they will only be drawn if some damage intersects beneath + them. Note that unity will expand the damage region to accomadate + the base window since nux does not support geometry clipping. So if + there is a partial intersection of the launcher for example, the + area of the screen which contains the launcher will be re-painted + (but the launcher itself won't be redrawn, just its texture) (LP: + #1080947). (LP: #1080947) + * BackgroundEffectHelper: Specify the required blur area before + drawing so selectively copy it at paint time This means that we + don't have to waste fragment bandwidth copying the entire backbuffer + when we could just do parts of it. Now BackgroundEffectHelper + listens to windows and views geometry changes and updates a list of + blurred regions that might be copied to the backup texture at every + repaint that affects them. This avoids to copy large regions + (especially when using big resolutions or multiple monitors), but + only the ones we really need to blur. + + -- Ubuntu daily release <ps-jenkins@lists.canonical.com> Fri, 14 Feb 2014 23:06:09 +0000 + unity (7.1.2+14.04.20131106.1-0ubuntu4) trusty; urgency=medium * Temporally allow running under gnome-settings-daemon, until |
