to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
Fix for 2.66a
Screencast could be started twice in a row, but it then also added two handlers
for drawing an overlay circle around mouse cursor. After ending the screencast,
this circle then kept being drawn.
Added compatibility option "Straight Alpha Output" to image input node
When this option is enabled, image input node will convert float buffer
to straight alpha.
This is not what you'll usually want with new alpha pipeline, nit this
is needed to preserve compatibility with older files saved in 2.65.
In that version byte image are resulting with straight alpha passing
to the compositor and alpha-overing required extra premultiplication
of inputs.
So, that's why Straight Alpha Output is needed -- it's set in versioning
code for byte node images so they'll still output straight alpha.
This option is currently only available in N-panel.
Additional change: added Alpha Mode for image input node to N-panel.
- optional, select between name/keybinding.
- when key input can't be parsed, alert red to give the user some feedback.
- key shortcut parsing could be improved or swapped out for button which grabs shortcut.
and use_expand properly. These are hardcoded to shift and ctrl to make them
work when clicking buttons or menus. Now it checks if the properties are set,
which is still not ideal but makes it possible to override them from the
key configuration.
Now the RenderEngine.render callback allows writing blender data again, it
should not be allowed but in practice the API and render threading code is
too limited to make this work at the moment.
Before alpha channel was simply ignored causing bad looking
straight colors which is pretty much useless.
Now saving RGB would alpha-over image on top of black color,
which makes final image look really nice. It's also very
such the same what other graphics software does this.
In the future we could easily support configurable backdrop
color, which would be really the same as other SW does it.
Also, it'll probably worth adding the same mode to RGB
display of image editor.
This makes it easier and useful to investigate alpha channels,
without this straight colors are displayed on the screen which
are completely useless in case of player.
Issue happened for scene. movie clip and mask strips, which contains
pointers to datablocks which are freeing on loading new file.
Also, scene strip would crash when pasted from clipboard after scene
was unlinked from file.
Such kind of image sequences wouldn't be displayed still
and supporting them would take some additional time, but
for now it'll be no memory leak on attempt opening such
images.
Several major things are done in this commit:
- First of all, logic of modal solver was changed.
We do not rely on only minimizer to take care of
guessing rotation for frame, but we're using
analytical rotation computation for point clouds
to obtain initial rotation.
Then this rotation is being refined using Ceres
minimizer and now instead of minimizing average
distance between points of point of two clouds,
minimization of reprojection error of point
cloud onto frame happens.
This gives quite a bit of precision improvement.
- Second bigger improvement here is using bundle
adjustment for a result of first step when we're
only estimating rotation between neighbor images
and reprojecting markers.
This averages error across the image sequence
avoiding error accumulation. Also, this will
tweak bundles themselves a bit for better match.
- And last bigger improvement here is support of
camera intrinsics refirenment.
This allowed to significantly improve solution
for real-life footage and results after such
refining are much more usable than it were before.
Thanks to Keir for the help and code review.
Alt+Mouse Wheel events depended on the button under the mouse being active, else it would change the current frame.
Button re-activation wasn't 100% reliable since it depends on fake mousemove events.
Now keep button active when its executed if the mouse stays over it.
in the UI
This is the second part of the fixes for [#32492], making it easier to identify
which part of a driver (i.e. which of its targets) is causing problems
A number of additional/related changes needed to be made:
* Red-alert status for layouts is now propagated down to child layouts when they
are created. This is needed as otherwise some of the templates used in the Graph
Editor driver settings won't actually get the red-alert status flushed down to
them. Also, note that this status needs to be set before any widgets are added
to the layout, or else the settings aren't applied when the relevant widgets get
created.
* "Single Property" RNA-Paths resulting in out of bounds array access will now
trigger an error status and appropriate warnings
TODO:
* The error tagging doesn't get applied immediately after variables are created,
or their types changed
* There was also some other weirdness involved when a higher-value flag (1<<10)
was used for this setting, which needs further attention
* Replace magic numbers with enum-defines
* Remove superfluous return; statements (used as last statements in a few
"static void" methods)
* Remove some old unused/commented out stuff
This commit splits editarmature.c and poseobject.c into several files, such that
certain types of functionality are (mostly) self-contained within particular
files (instead of being mixed in with other functionality in a large file).
In particular, this was done so that:
1) Armature EditMode tools are now in the armature_*.c files only, and Pose Mode
tools in pose_*.c files only.
- In one or two cases, this hasn't been possible as the two modes rely on
much of the same shared infrastructure.
2) The "clear loc/rot/scale" operators and pose show/hide are no longer housed
in editarmature.c
3) Selection operators, Transform operators, structural (add/delete) operators,
and supporting utilities for the modes (enter/exit/roll-calculations) are not
all interleaved in an ad-hoc manner
Notes:
* I've tried to ensure that the history of the new files has been maintained by
doing
svn copy {editarmature.c/poseobject.c} {armature_*.c/pose_*.c}
Unfortunately, this means that the diffs are a bit messy.
* There should be no functional/logic changes here. Just code moving around and
cosmetic comment tweaks where needed.
* #includes have largely been untouched for now, but could be cleaned up later
* CMake changes untested, but should work in theory.
Fix for 2.66a
Some editors in Blender (Like Graph) have "maxzoom" set to 0, which caused the
MMB zoom sensitivity to be minimal. That used to be much more responsive, restored
it to how it worked before.
Two example files that crashed texture nodes.
- On delete texture nodes, it should free the exec cache (because this cache
stores the node pointer.
- On redo, nodes can exist can exist without typeinfo set. Exec (free) code
was not checking for that. Don't ask me why this happens... tex nodes are weird.
Main purpose of this is to be more compatible with older
versions of blender (before alpha cleanup) where sequencer
used to display premultiplied image on an straight opengl
viewport.
Now sequencer preview would behave closer to image editor
However adding Alpha and R|G|B displays is not so simple
because sequencer is using 2D textures. Would be nice to
implement this options as well, but this is not so much
important IMO.
This hall fix
- #34453: VSE: Subtract function does not work properly
TODO: Make RGBA display default for our startup.blend
- linking groups into a scene now uses the objects original layers (some users have the layers set to useful values, so overwriting isnt so nice).
- dropping objects into the 3d view would make them active but not selected, a valid but confusing state, since most tools activate and select now objects.