* Color picker cursor was too small, and color cirle was not smooth enough.
* Border select gesture cross before first click did not reach to the border
of the window.
* Buttons were not drawing emboss properly (also for non-retina actually).
Note it doesn't draw entirely right for aligned buttons, but this was also
the case before it got broken.
Sculpt mode requires mask customdata layer for multires and ensures it
exists on entering sculpt mode. However, sculpt mode only considers
multires to be active if the level of subdivision is not zero, so it
does not add mask for unsubdivided multires meshes. If the multires
mesh is subdivided while in sculpt mode, no mask was present leading
to weird drawing and crash on use of the mask brush.
Fixed by doing the same thing in multires_subdivide_exec() that is
done in ED_object_modifier_add(), which is to check if sculpt mode is
active and add mask layer if so.
Fixes [#34190] Viewport artifacts when using Multiresolution modifier
projects.blender.org/tracker/index.php?func=detail&aid=34190&group_id=9&atid=498
is straight or not (premultiplied is default).
This is useful in cases when you want to check on output of such nodes
as keying which does have straight alpha output.
Also added missing do_version code to previous compo do_versions.
(Did not add those when I created that module, because I did not thought we would actually need them in usual UI code, but turned out I was wrong).
Also made some optimizations in those py gettext funcs, when i18n is disabled at build time, no need to do pyobject -> cstring -> pyobject conversions!.
Multilayer files saved from Maya (and I bet others) store the 'primary' layer without
layer or pass name, just as R G B A. Allows viewers to show stuff too, I guess.
Blender now reads this as well, just allowing an empty string for the layer and pass.
This will preserve constraint <-> rigid body realationships so
constraint setups aren't broken after duplication.
Based on a patch by Brandon Hechinger (jaggz), thanks.
Basically they're aimed to solve issues when scene with sky
was used for compositing. If compo used alpha output result
of current trunk would be completely different form hwo it
was before.
Two heuristics here:
- If there's no world or world color is black, it completely
equals to straight alpha mode, no further magic is needed
to preserve compatibility
- If scene is used as Render Layer node and something is
connected to Alpha output of this node, ensure alpha mode
for this scene is set to Premultiplied.
Basically it shall give better compatibility and make
4K mango project just happy! :)
The use alpha option moved from the texture datablock to the image, and now it
will duplicate the image datablock in case you have one texture using alpha and
the other not.
* No context-aware at all.
* Always translated (when i18n was enabled).
Now, it will try tu use RNA struct/property context if available, unless you specify a context within optional "text_ctxt" parameter.
And you can prevent translation by setting 'translate' parameter to False (is True by default).
Will clean up code in a later commit (remove PROP_STRING_PY_TRANSLATE flag and related code), and also fix uilist templates to translate no more materials/textures/etc. names!