Vector blur was averaging z-values between pixels, which could give
wrong z-test results. While averaging is needed for speed vectors
to avoid holes, for z-values it is not required and not doing it
seems to avoid artifacts in specific cases.
CTRL+click on node will not only select it, but also connect the active
viewer to the top output of the node.
To evaluate: make viewing option to have this as a default on select.
Could work nice for collapsed nodes.
In compositor, not always all scenes rendered... this was why:
When disabling 'save buffers', but keeping the 'full sample' option, the
*other* scenes in a composite didn't render.
Removing the stub I added for a binreloc function. Here for some reason it's needed (somehow binreloc is not being included ?) or the player won't link, but for others (at least on 64 bit systems) the opposite happens.
Thanks Chris Want for the feedback to the commit where I tested this.
* Ctrl-I now swaps the selection status of keyframes/channels depending on where the mouse cursor is located. Ctrl-Shift-I does so for markers.
* (De)selecting channels now clears the 'active' flags too, so there will be no more 'selected' items lingering around even after pressing AKEY
* Transform Constraint UI drew 'VG:' field incorrectly, resulting in bad layout
* StretchTo constraint's UI has been tidied up a bit
* (TODO: MinMax's UI needs URGENT attention)
This bug-report brought to light some problems with the transform constraint's handling of degrees+radians. Now, the input-range scaling is done in degrees (as the clamping factors ranges are in degrees) instead of having that done after this stage. The problems should now be fixed (and gears now seem to work ok), but I hope no other rigs have been broken.
compositor node, another in render_realtime_texture. Note that multilayer images
in the image compositor node do not respect the premul flag (though I did write
commented out code for it).
As far as I can tell, the premul option never worked for multilayer images in the
image node, so I'm a little nervous about making it work properly there.
ton, any comments?
commit. I still think this is a good idea, but needs more discussion.
Basically, the way the premul option worked before is it actually
changed the image data to be premul (for each pixel it multipled r,g,b by a) when
loading an image. So if a user wanted his image to be key, yet
still work in the renderer (which expects premul) he'd be stuck.
Also, it was kindof confusing how if you painted something in the image,
then saved it with premul on, when next you loaded the image it'd have
changed (especially since the image editor painting seems to paint in
key, not premul).
basically flagged the image so that on next load/reload, the image
data would be converted to premul. This was very confusing to the
user, as it meant premul wouldn't take effect will the image was
reloaded, and it would also change the image data, which the user
might've been painting.
To fix this, I've removed this behaviour and instead made the premul
option apply at render time. During render while evaluating an image
texture, if the image has the premul flag set then the premul operation
is done on the texture result data, thus not touching the image data
at all.
Also, I've made premul be turned on by default.
The menu listing the scripts available for use was not working correctly for newly created PyConstraints. This was caused by a missing initialisation for the 'active' index.