Adding only the .svg file, the PNG can make once the multiview branch is merged.
I wanted to commit this to avoid having conflicts in the .svg file if
someone works on new icons too.
The new icon is at X-23
- 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.
This is a mixed font based on DejaVu Sans Mono and including M+1M
Regular and Wen Quan Yi Micro Hei Mono. Versions and licenses of the
included fonts are as follows:
- DejaVu fonts: version 2.33, Bitstream font license and Arev font license and public domain
- M+ fonts: TESTFLIGHT 54, M+ font license
- Wen Quan Yi Micro Hei fonts: version 0.2.0-beta, GPLv3 with font embedding exception or Apache2.0
The font license docs will be added later.
As per discussion and analysis of all trackpad usage, we now
follow this convention:
- Blender follows system setting for trackpad direction preference.
- If you set your system to "natural" scroll, we need to invert a couple
of cases in Blender we do "natural" already. Like:
- view rotate (the inversed option just never feels ok)
- scroll active items in list or pulldown menu (up/down is absolute)
- ALT+scroll values in buttons (up/down is absolute)
The new User Preference setting "Trackpad Natural" handles this.
For 2.66 we only have trackpad handling for OS X... so this isn't
affecting trackpad usage in Windows and Linux, which stick to be mapped
to Scroll Wheel still.
(Note: viewrotate now is "natural" always, changing how it worked in the
past weeks).
from regular diffuse to more shiny, stone, wax, eflective, glass and two non-realistic ones.
The menu now shows it in 3 rows. I made the previews a bit smaller, 96 pixels,
like the brushes for painting.
Thanks everyone for submitting pics! I updated the credit file too, but name
from one person is missing still, will be added next.
This is needed because render result is being reused between different render
previews and keeping names out of sync means once preview result was created
for blender internal, it wouldn't be updated after switching to cycles.
Same goes to switching from cycles to other renderers like lux and yaf.
Simply updated cycles_preview.blend for now, could be solved from code side
as well, but IMO better to collect such a limitations of preview blend files
and solve them all together during "custom preview.blend for external engines"
project.
Reported by Jens in IRC.
Patch by Sergey, .blend by Thomas and some further tweaks by me.
Still to solve later: allow external engines to specify own preview .blend, for
now the code here is doing too much magic hacking on the preview scene still.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport
Implementation notes:
- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
(It's mostly intended to aid modeling/sculpt)
- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
won't affect rendering or materials.
- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender.
It doesn't take memory or cpu time, until you use it.
- Brush Icons and Matcaps use same code now, and only get generated/allocated on
actually using it (instead of on startup).
- The current set might get new or different images still, based on user feedback.
- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get
freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.
- Loading own matcap image files will be added later. That needs design and code work
to get it stable and memory-friendly.
- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
Material previews, which has its limits... especially for textured previews the
normal-mapped matcap won't look good.
* Add a detail_size field to the Sculpt struct, two new sculpt flags,
and a Mesh flag for dynamic-topology mode; that's it for file-level
changes needed by dynamic topology
* Add RNA for the new DNA field and flags
* Add a new icon for dynamic-topology created by Julio Iglesias. TODO:
update the icon for the new SVG icon format
* Add a SculptSession function for converting from BMesh to Mesh,
handles reordering mesh elements and setting face shading
- Exported via Inkscape a 16 and 32 pixel bitmap version
- Use these as mipmap levels for OpenGL texture drawing.
- Changed code to get right sizes for drawing icons - better than last week's method.
Todo:
- Custom icons don't work yet (old one)
- Missing icons in the svg
- The .sh script for inkscape needs changed to support this
(now do manual saving)
* Made SVG versions of the NLA solo (star) icons. These are much nicer than the hack 'n slash bitmap versions, but could still do with some polish. The svg is too heavy to do fine tweaks here.
* Ported over the mute/graph-visible icons
* Recreated Drivers icon
* Moved Blender icon from AD1/DA1 to AD16/DA16, as per the trunk icon sheet