Moved the code after the masking check so we can skip the texture lookup
if the pixel is done, is a bit faster. Also hide the color wheel for these
tools, only did it for 2D paint in previous commit.
* 2D image painting with textures that contained alpha did not work correctly,
had been broken for a while.
* 2D image panels texture (mask) panels showed wrong buttons for texture overlay.
* Texture map mode 3D now also uses masking, like Tiled and Stencil the texture
does not move along with the brush so it works fine.
* 2D image paint View mapping did not work correct, especially noticeable with
Rake rotation.
* Masking is now disabled for the smear tool, this can't really work because
the original image is constantly changing and gave artifacts.
scaling it along one axis, now there's a Reset Transform button.
The Image Aspect button is now also hidden unless the texture is an image texture.
And also hide the color wheel for painting tools that don't use colors.
Made keyap use the same select_or_deselect_all operator
as used for maya keymap instead of tricks with deselect_all.
Solves issue with selection in editor mode (reported as #3
in the original bug report).
* 2D image painting support for masking to limit the max contribution of a stroke
to a pixel, to get it working compatible with projection painting. Not strictly
a bugfix, but the inconsistency here was annoying.
* Fix python errors in Texture Mask panel in image editor, was missing overlay
options.
* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
pixels due to integer overflow.
Since the bug was fixed that made blur brush _not_ blur all verts, there is no way to blur vertex colors after baking.
While this was hidden it was useful especially for baking vertex colors.
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around).
Also fix similar issue in main list of render layers (Py UI code! :P ).
- update copying code for linestyles to copy gaps
- update copying code for freestyle line modifiers to copy mapping flags and seeds
- fix drawing code for Material modifiers after a recent refactoring
Some RNA Properties were not updated in UI scripts after a recent refactoring
there removing "use_" prefix from some of the boolean properties (strangely
though, while every other property attached to SPHFluidSettings.flag has gone
from "use_factor_blah" to "factor_blah", use_factor_density still keeps the old
prefix).
The previous fix limited overlap, but is sometimes
too conservative, and artists want way to turn off
the limiting, so added 'Allow Overlap' option to
modifier.
the operator the previous time. However for these menus it makes more sense to
always use edge/face bevel and to leave vertex bevel for Mesh > Vertex > Bevel.
Allow separate control for tex/mask/cursor overlay. This commit implements
separate overlays for mask textures and cursor curves. The user can turn on
and off separate parts of the overlay by using the appropriate widgets.
The cursor overlay widgets are located at the tool selection panel
Also fixed alpha masks not getting correctly masked and mask texture mapping
not having the correct update callback
Two main things:
- Made a python operator for selection in a viewport
which will de-select everything if nothing is under
the mouse.
To do so needed to modify VIEW3D_OT_select, so invoke
sets mouse location which is later used by exec
function.
This way it's possible to select stuff from python
defined operator.
Not best-ever solution since ideally exec() shall not
do OpenGL stuff, but we've got this issue in some
other operators. We'll solve this later.
- Used a keymap from Gianmichele Mariani as a reference,
updated his keymap to latest changes in operators.
We shall match Maya keymap much better now, thanks
for the keymap dude!
Displays such information as current frame dimension,
frame number within image sequence/movie and in case
of image sequence input displays current file name of
a frame.
Not entirely happy with such approach, but was requested
a lot by artists.
Workaround for an issue with python: strings generated by py scripts should also exist in python as long as they are used in C. Else C code may access freed memory.
Simply store the generated list of items in the class, for now. :/
* Have all "Info" nodes next to each other.
* Moved "Material Output" to the top.
* Have all light shaders (Emission, Background, AO) next to each other.