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authorCI bot <ps-jenkins@lists.canonical.com>2014-02-14 23:06:09 +0000
committerCI bot <ps-jenkins@lists.canonical.com>2014-02-14 23:06:09 +0000
commit8bf38e48e954aa75ab50806d7f3501406990b5d1 (patch)
treee2135d03d5500b4e9d5c646f793cb6ae3debd7e7
parentb2f250aa130b86e7c684b70c81223cf02ab3b2d3 (diff)
Releasing 7.1.2+14.04.20140214.1-0ubuntu17.1.2+14.04.20140214.1-0ubuntu1
(bzr r3661)
-rw-r--r--debian/changelog322
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