-1..1) to fix errors in keying. Simplified chroma key to not take
despill into consideration (handled elsewhere). Simplified user
interface for pieces not used.
- remove brush array for each Paint struct, just use a single brush pointer.
- removed rna function based template filtering.
- filter brushes using a flag on the brush and the pointer poll function.
- set the brushes using a new operator WM_OT_context_set_id().
TODO
- remake startup.blend, currently brush groupings are lost.
- rewrite WM_OT_context_set_id() to use rna introspection.
Fairly closely match some mac application colin has called 'Looks', to give better results.
- lift is now applied non linear (was being added to the color)
- change the color wheel to preserve the luminance of the gamma and gain values, this stops the color from being set too dark (option for the color wheel template).
- sub-pixel precission for the color wheel since the white area at the center can make a lot of difference with a very small change.
This change will make existing node and sequencer setups lift render slighly differently however discussed this with Ton and he's ok with it.
* Division by zero fix for TNT SVD code.
* Sound fix, in case ffmpeg decode fails, don't use the samples.
* Fix for incorrect bounds of transformed objects in new raytracing code.
* Gave memory arena's a name used for allocations for easier memory
usage debugging.
* Dupligroup no_draw option was using layers but not restrict view/render
setting. (not a bugfix exactly but would do display list context switching
while drawing for no reason).
* Fix objects instanced on hair particles not giving consistent results
when the object is transformed.
* New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4,
mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4.
* mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple
arguments.
* endjob callback for WM jobs system.
* Geometry node uv/color layer now has search list/autocomplete.
* Various small buildsystem tweaks, not strictly needed yet in trunk.
- ALT+Scrollwheel zooms backdrop in node editor
- Blender -d debug print will also print every event except mouse moves
(needed to debug WM, some events are catched by OS)
- Changed order of keymaps... the default maps now are evaluated *after*
the own custom maps, so you can make overrides or defaults.
C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 and 27683 by Campbell from render25 branch)
C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 by Campbell from render25 branch)
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not
work well for offscreen rendering. It would have been possible to make a
fake subwindow for this, but I decided to just remove this extra layer as
it does not seem to have much purpose and has been quite confusing when
trying to fix other bugs. The relevant matrices are already stored in
RegionView3D so there will be no increase in calls to glGetFloat, which may
have been a performance reason to use this system in the past.
* The Lift/Gamma/Gain formula previously was incorrect, fixed this and
removed conversions - now the RNA values are the same as what goes into
the formula.
* Because of this, added the ability for the Value slider to map to a wider range
than 0.0-1.0. The black/white gradient remains the same, in this case just
indicating darker/brighter rather than absolute colour values. Also added ability
for color wheels to be locked at full brightness (useful for this case, where the
color value itself is dark).
* Added an alternate formula - offset/power/slope (asc-cdl). This fits the standard
Color Decision List formula, here for compatibility with other systems, though
default Lift/Gamma/Gain is easier to use and gives nicer results.
Was very quick to do, now re-aquainted with node editor.
http://mke3.net/blender/devel/2.5/hue_correct_node.jpg
Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and
I can help :)
similar to sequence editor.
--> http://mke3.net/blender/devel/2.5/color_balance_node.jpg
Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value.
Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value
components that that widget affects.
Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative),
which causes havoc along the image pipeline. I added a check in the node code to prevent this.
Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
Now it's a bit more robust, tagging images with profiles when they're loaded,
which then get interpreted later on by conversion functions. Just Linear RGB
and sRGB profiles at the moment, same as before.
This commit fixes Martin's problem with EXRs and Multilayer images loading/
saving too dark, and it also makes the sequence editor work correctly with it too.
Also fixes:
[#19647] gamma correction with color management is reset when resetting Curve
[#19454] 2.5: Dither does not work when Color management is enabled
This works with operator properties - if you pass the name of a scene and renderlayer to
the screen.render operator, it will render that layer as a single layer re-render.
* Wrapped Texture Nodes: "Blend", "Marble", "Wood", "Clouds", and "Distorted Noise", to use Texture RNA properties.
* Texture RNA properties used in these Nodes, now send an ND_NODE notifier, in addition to the general NC_TEXTURE.
This allows you to set and animate the values of socket inputs and outputs, for example the value node.
It's also a step on the way to manipulating node trees via python (i.e. linking node sockets to each other).
This fixes [#19841] RGB Node in compositor not working
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there.
Would also be good to wrap the input/output sockets, too, will check on it.
This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
belongs here still, but this came up often, it avoids having to
switch tabs a lot when creating things.
Also renamed uiLayoutFreeBlock to uiLayoutAbsoluteBlock.
* Compo node backdrop works again.
* Compo node previews and backdrop now get correct color management
float to byte conversion.
* Compo nodes got unecessarily recalculated while moving nodes.
* Fix compo node viewer nodes not getting activated correctly.
* Main compo node preview render computations are now outside of
mutex lock, so better for multithreading.
* Tex node outputs did not work in some files loaded from 2.4.
* Change RNA updates to take into account groups that may be shared
between multiple node trees.
* Wrapped Color Key and Blur Node.
* Nodes using RNA properties can be animated. You can now choose if the Nodes Window should be updated while animation playback too. (Timeline>Playback Menu)