Age | Commit message (Collapse) | Author |
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Before this overlay would happen only for defined rectangle area,
now it's possible to show current / reference frames only, which
makes it possible to do more real slit view involving even displaying
frames on different monitors.
Still some work need to be done to clean interface up and support
displaying color information for reference shot.
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File was incorrectly generated form C data.
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changed in previous commit).
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time.
note: this is currently very slow in cmake, will address this next.
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This implements option which could be used to color balance only
specified area. Currently done by adding Mask input to Adjustment
effect. Affects on color balance and multiply settings.
Supporting masked saturation control is in the list, not supported
in this commit.
Also show value slider in the right of color wheel.
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made some changes to startup.c
- change default player to internal since its working now.
- added new screen for full screen 3d viewport (nice for demo's and navigating)
- disable cursor depth option (was enabled by default because of re-used flag)
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Since r46801 options used for this effect were moved to input panel.
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dont always want both.
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basic node group type is not included in the node items list, instead all existing node groups are added to the items list in the callback. A prefix is used to distinguish base node types from node groups.
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separate tool works.
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editing COM_OpenCLKernels.cl and rebuilding and means we dont have to have both files in svn.
updates made to cmake and scons.
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This is needed in cases when using blender camera with different
resolution than original footage. Behaves in the same way as
background picture framing.
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The 'Add' menu in the node editor now has an option 'Search' at the top, which opens a separate popup for searching node types by name.
The operator for this is implemented completely in Python (this could also be done for the regular menu-based Add options in the future). There are a few necessary extensions to the RNA as well:
* The View2D struct in regions is now exposed. Currently only contains converter functions for coordinates from the region to the view (i.e. scrolled and zoomed view space). Used for converting mouse location to node space.
* The SpaceNode exposes the existing 'cursor_location' for operators to store mouse position beyond invoke calls. Not used for anything else (transforms) so far.
* The edit_tree in SpaceNode is also exposed, this is needed for operators to work correctly inside node groups.
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This was it makes more sense from accurate tuning point of view.
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Useful in cases when masking stuff like self-intersecting
ropes. This could probably be smarter option, but can't
currently think about robust approach here.
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and uvedit use them.
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- Fix for copy default settings from active track operator
- Add meaningful tracking presets
API changes:
- Added parameter exact to Marker.find_frame, so now it's
possible to get estimated marker
- Added Marker.pattern_bound_box to get pattern's bound box
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nodes and links between them is stored in an offscreen list (not in the library). The Paste operator then in turn copies these into the active node tree in the editor.
Currently does not support copying of animation data. This would require copying of individual fcurves etc. between data block, which is not implemented yet.
Also it is currently possible to circumvent some constraints of the nodes, in particular for node groups (e.g. no groups inside groups, render layer not inside groups).
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Ctrl+I, select inverse to node space.
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* Added a ui_panel template with more complex layouts.
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- image space used wrong notifiers.
- image notifier now checks for mask mode before listening to mask edits.
- mask keyframes now draw in the image space.
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now UV editing overrides mask.
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some unused imports
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* Code cleanup, removed unneeded code.
* Style cleanup, don't break lines to early
(unless marked as pep8-80 or pep8-120 compliant)
* Keep 1 line after layout declaration empty.
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work quite right before either.
Handle these 2 kinds of script paths
* user script path: ~/.blender/scripts OR $BLENDER_USER_SCRIPTS
* pref script path: always bpy.context.user_preferences.filepaths.script_directory
now both are returned by bpy.utils.script_paths()
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settings
This lead to such issues as changing mesh selection mode wasn't doing undo push
when it need to.
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Usual "persistent" operator option... I guess there are still a few others that keep hiding in the dust! :)
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