- objects were being selected rather then de-selected.
- object restrict selection wasnt de-selecting either (as it does when changing the object in the outliner directly).
File type was checking for wrong flags, now it should be checked against
actual file format flags which would be used on save.
We also can not free float buffer if file format doesn't have IM_FTYPE_FLOAT
flag -- i.e. TIFF doesn't have such flag and it decides whether float or
byte buffer should be used based on image depth.
(there were several differences on color theme stored in startup.blend
and colors after restoring them by Reset to Default Theme button).
Should be no other changes.
- Added initialization of frame node color to default theme loading
Used default color from 2.63a theme, should be pretty fine as default.
- Added some missing versioning checks which lead to differences between
startup.blend and default theme restored.
Crash was caused by missed color management initialization -- it was
happening too late.
Move it to generic ImBuf init/exit functions, so now color management
is properly initializing when animation player is launched.
For now simply hide color picker button for properties which doesn't
have RNA path. Trying to make color picker working would end up with
design limitations like not bale to run two operators the same time.
Used RNA_property_path_from_ID_check for check which is marked as
slow and need to be used with care. Since this function is only called
from a popup, shouldn't be a big problem.
Color management would be applied on both of float and byte buffers on image
save in cases if file format doesn't require linear float buffer and if image
is saving as render result.
This solves both initial report issue and TODO marked in previous fix.
Also de-duplicated image buffer color managing code and gave some more
meaningful names for few functions. Also wrote documentation around this
function, so current assumptions about spaces should be clear enough.
Made regression tests by saving EXR/PNG images to all supported format and
rendering OpenGL/Normal animation, in all cases seems everything is fine,
but more tests for sure would be welcome.
this is a regression with color management, TIFF's were always being written as 8bit
however the float buffer is assumed to be linear when converting from float to 16bit pixels per channel, so support for color management might need to be added here.
- Make mask
- assign to image editor
- disable fake user
This would make the image space reference a zero user mask datablock which wouldn't be saved.
solve the bug by making mask and image assignments check the real usercount of the ID block (not taking into account fake user).
When appling a particle system to a face whose area size is zero,
the jitter distribution failed. fmod() produces a NaN value in this
case. This commit simply checks if the jitter offset (I guess that is
"jitoff" means) and only call psys_uv_to_w() if it's a real floating
point number.
We need to assign color space for generated images when it's empty.
Do this in add_ibuf_size function in cases image's color space is
empty.
So now color management is always called with correct color space.
P.S. At least it should. If there're more similar issues please
let me know :)
It was missing since sculpting mask implementation.
Now object's color would be multiplied by sculpt mask value.
For VBOs it's done by storing final color in VertexBufferFormat and
mimic behavior of setMaterial callback for getting current diffuse
color.
For non-VBOs diffuse color is getting from current OpenGL context.