Age | Commit message (Collapse) | Author |
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perhaps ED_scene_draw_fps is actually better to be placed
to a better place, but consider this is good for now.
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Currently supports only two modes:
- Show alpha channel of the mask
- Multiply footage by the mask, which will give
you final-looking combined image.
TODO: Currently rasterization happens on every
redraw, need to cache rasterized mask
somewhere to make redraw more realtime.
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sequencer contained any data. The sequence color sample operator was available
here when it shouldn't be.
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update some descriptions, others were removed and operators tagged as internal.
add a script to detect duplicate operator descriptions.
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cancelled before the job, causing invalid access to op->reports in the job thread.
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when running viewport operations with exec() rather then invoke(), perform the action immediately rather then using smoothview.
makes viewport operations usable from python scripts.
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Like, it seems it never worked actually.
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sizeof() use in BLI_array.h
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crashes Blender
existing code was very stupid.
- all ID pointers for clipboard strips are handled uniformly.
- clipboard stores a duplicate ID pointer which are restored on paste.
- restoring pointers...
-- use ID's that are still in the database (copy&paste within the same file).
-- fallback to name lookup.
-- fallback to loading them from the original filepath (movie-clip and sound only).
also fix bug pasting where initialing the sound wasn't done if there was no frame-offset.
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character. also remove some dead code (return directly after return).
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terminated.
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BLI_testextensie_glob every time in the file selector with a blank string.
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of the active object in the 3D view. This was due to sharing a global G.moving
flag to indicate that transform is active, now it's only set per transform data
type so different editors don't influence each other.
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node materials.
Area and region listener callbacks now get the screen and area pointers passed, so
they can do more fine grained checks to see if redraw is really needed, for example
depending on the 3D view drawtype.
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strips were getting the same, annoying ;) ).
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remove MEM_sys_types.h which was a duplicate.
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include conflicts later on.
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they are equal.
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sequencer now draw such that a strip that spans this time is contained just
between these lines.
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many areas).
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the 3D
view and text editor but not in the animation editors, node editor and sequencer.
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It's now default to 2D textures, and no AUTO mode at this
moment, since detecting which method is the best not so
simple.
Image drawing could manually be switched to GLSL for tests
and feedback, but for default GLSL is not so much great.
Reason of this is huge images, where operations like panning
becomes dead slow comparing GLSL vs. 2D texture.
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Sequencer: Properties region didn't have the general Sequencer keymap, so it didn't
respond to "Nkey" to hide the region.
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Sequencer was always trying to do GLSL color space
conversion, not respecting user settings at all.
This failed a lot when RGB curves a used in color
management settings.
Now sequencer will fallback if GLSL can not be used
and will also respect user settings (however, draw
pixels are not supported, sequencer always uses 2D
textures).
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- Sequencer preview was clamping float buffers
- ACES color space wasn't correct, was noticeable when
applying display processor from linear space to display.
- Extended sRGB LUT to sRGBf from nuke-default config.
Makes sequencer behave much better in sRGB space.
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for more editors: timeline, graph, action, NLA, sequencer, image, clip.
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Now only background images remained to be ported. Plus implement
GLSL for dithering and RGB curves.
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Sequencer histogram was calculating still badly, now it uses a per-color
component counter to calculate the levels (instead of counter for all)
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The Scopes and Histogram (Image editor, Sequencer) were not updating on
changes in color or display settings.
- Missing notifiers for refreshing
- Missing code to draw correct for managed byte buffers.
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context here, else we get the horrible "empty" string (as translation_context of panels is an array, not a pointer, so it's never NULL).
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"Insert Gap" and "Remove Gap" tooltip fix - to denote this doesn't use selection.
The use of this tool is to insert or remove time for a timeline.
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"View selected strip(s)" now includes the active strip (which can be deselected
in cases). Less confusing this way, also because active strip is being drawn
very visible.
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- remove unneeded checks (poll checks editor is non-null)
- use booleans
- rename operator SEQUENCER_OT_gap_remove, _gap_insert
also quiet shadow warning in rigidbody.c (shadowing 'loc')
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- Scopes in Sequencer were not drawing OK (drawing code assumed alpha)
- Histogram in Sequencer now uses same formula to quantify R G B as the
other histogram in Blender (per channel).
I seriously thought of dropping this, and add the same sidebar here as we
have for Image window. However, what stops me is that current code is
very optimized, and has OMP hints.
Will check instead on cleaner drawing here now.
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Brought back old tools "Remove Gap(s)" and "Insert Gap".
It's actually one of the first tools I ever coded for it in 90ies, so useful!
* Remove Gap(s)
This checks if there's no strip at a given position, and slides all strips
together to the left, until the gap is closed.
- BackSpace key, remove gap at current frame (or first gap at right of frame)
- SHIFT+BackSpace, remove all gaps at or to right of current frame.
* Insert Gap
Shifts all strips to right of current frame with 10 frames. (Amount can be
set in Toolbar redo panel).
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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