Age | Commit message (Collapse) | Author |
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the underlying operator. Else, op names are usually not translated in keymap part of the user preferences! Thx to Miklós Pomsár for pointing this bug. :)
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view.
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Cycles!
Note: this is marked as hack/todo in cycles code, so it needs a proper fix, but at least it works, for now... ;)
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Add an optional ghost argument to set the new mouse location when un-grabbing. - without this the mouse would flicker at the old location before moving to the new location - when using the color picker for eg.
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this was working as intended but users complained that the mouse cursor stayed in the same location after using the color picker and curves with continuous grab enabled.
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The way it works now, navigation keys (up/down, number, a-z) - won't apply to a submenu if there are no active buttons in that menu, instead the parent menu gets the event.
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perspective matrix - previously this gave artifacts with lower poly meshes.
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functions, double checled combinations of aspect/scale/shift work as before --- but this reduces the likelyhood of discrepancies for sensor size (corner cases).
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cases python didnt hold the GIL.
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- Color space of byte buffer for generated images haven't been
updated properly on change
- Byte buffers weren't handling data color spaces on display transform
properly
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in sequence editor.
Main problem was in py UI code (has to set the context to INVOKE_REGION_PREVIEW for the shortcut lookup to succeed).
Also moved the N properties item into SequencerCommon keymap, and removed the View Selected menu entry from preview-only mode View menu (thx to Ejner Fergo for pointing this out).
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defined yet, previously would just stick to original curve then.
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TODO - drop support from the renderer still.
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updating data was only being done on the active object but sticly was being calculated for the selection.
split this into 2 operators, one that works on the selection and another that operates on the active object - so we can have a button in the mesh panels that calculates sticky.
also note that there was no way to calculate sticky from the UI - perhaps this feature should die a quiet death?
anyway - it works better then it used to for now.
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singleton. theres no need to have multiple skin layers.
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since last two commits the UI has all the features we had in 2.49, time to remove the old code :)
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possible for all selected objects (not only the active one)
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name of a state is the name of the top controller of this state)
review and small tweaks by Campbell Barton
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that works in object an editmode.
currently can remove sticky/mask/skin vertex layers.
regarding the skin layer - while adding and removing the modifier normally works fine, its not 100% reliable since the mesh may be linked into another scene, or be a linked duplicate and the object with the modifier deleted.
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Memory limitor's queue could be affected when it's being iterated
on enforcing limits -- that's because iteration could free color
managed image buffers.
Fixed by getting least priority element after every element was
freed. Could be optimized a bit, but it anyway shouldn't be so
slow due to specific of cache limiting and limit enforcing finish
condition.
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inset was inverted also
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matches image's one
Solves slowdown when re-encoding byte image sequence or movie in sequencer.
Fixes #32605: Blender vse renders take more time to render than before
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Regressions since color picking support from background image.
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Issue was caused by completely different way how multi-layer EXRs are loading,
they're bypassing general image buffer loading functions.
Solved by running color space transformation on render result construction
from multi-layer EXR image.
Also fixed issue with wrong display buffer computing for buffers with less
than 4 channels. Issues were:
- Display buffer is always expected to be RGBA
- OpenColorIO can not apply color space transformations on non-{RGB, RGBA}
pixels.
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- make view3d project names more consistent.
- remove apply_project_float() its not needed.
- update comments referencing an old function name.
- move doxygen docs into the C file, prefer they are kept here to avoid getting out of sync with code.
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or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc
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non-primitive types - recommended for non primitive types.
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values.
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to avoid compositing issues. The values can go out of bounds due to sharp
pixel filters.
In Cycles the alpha channel is already clamped, and there are no pixel filters
that could cause negative RGB values.
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Now use default byte/float colorspace when creating new image.
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working in all cases.
Also cleaned some old, no more used piece of code.
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for whichever reason
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area. Also header tools entries are now translatable!
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Use object_get_derived_final() function instead of accessing to object's
derived final directly.
The same happens for shrinkwrap constraint and it should deal better in
cases when depth object is in edit mode. In other cases should be no
functional changes.
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It should be pretty safe change which would allow doing stuff like
python-defined tracking routines without need to update the whole
scene when it's needed to perform some operation on different clip
frame.
It'll be possible to write operators similar to tracking, which
updates space clip's frame number, but not scene frame when tracking
and only synchronizes scene frame number on operator finish.
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same update as loading .blend or switching layer visibility.
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