This bug fix is likely to affect the visual results of existing Freestyle setups using the
Material color/alpha/thickness modifiers with the 'material_attribute' parameter set to
either 'Diffuse' (default) or 'Specular', and also the Ramp option enabled in the case
of the Material color modifier.
When you hit "setup tracking scene" in MCE, the active layer usually switches
to the layer where the ground has been created, thus he shadow layer.
New objects are created or appended on that layer which means they will be
default be rendered as shadows only. This behaviour requires muscle memory
and is confusing for new users. This patch is changing the behaviour in a
way that the active layer is remembered from before setting up the scene.
Patch by gottfried, thanks!
Reviewers: sebastian_k, sergey
Differential Revision: https://developer.blender.org/D574
This commit is intended to fully fix the problem described in
https://developer.blender.org/T36425#19 (see also the previous commit rB08528f577dcb).
Addition of a small offset (to avoid singularity in stroke rendering due to overlapping vertices)
was not performed for all overlapping vertices.
Removed the StrokeCleaner and related helper functions which were added as a
temporary workaround in rB2a5b6d9c8f16.
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).
Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.
And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
as duplicators.
This property was always hidden in the UI for empties and cameras. It
doesn't make sense for the objects themselves (they are wires-only), but
also gets inherited by duplis. Now show it greyed out if not used, but
make it available for duplicators.
Dashed lines were resetting stroke segment visibility by mistake (making invisible segments
visible, for example when applied to the results of square blueprint geometry modifier).
Not that happy with this, but this Item panel is a bit stupid, and we could add more
useful settings as well. So better get a design decision first, here.
This operator is used to make sure that if/when you have multiple strips
using the same action, if you select these and run this operator, each
strip will be given its own copy of the action. This is useful if you
decide later that you want to start using an existing action as a base.
NOTE: This does not recursively go inside meta's, so care is still advised
in that case.
This commit changes the default strip duplication behaviour (Shift-D) so that it will
create a copy of whatever action it uses. Previously, it was very hard, if not impossible
in some cases to create a new copy of an action to start working on in the NLA.
If you want the old behaviour, you'll need to use ALt-D (Linked Duplicates).
(Note: Although the new Shift-D may not be so optimal in all cases, I've decided to go
with this version since it aligns better with the way this works for objects. Doing the
opposite for NLA would just have added to the confusion)
Edit existing animsys_refactor module to make able to execute more complex conversions
('to' can now be a callback, instead of a simple prop name), and add a new
Update Animated Transform Constraints operator that uses it to handle complex
conversion for this constraint (drived or animated properties).
Note this operator has to be called manually (from 'space' menu), will make this clear
in release notes.
Also, similar changes made in 2.70 are *not* addressed by this script (would rather wrote
new operators as/if need arise, but Transform constraint looks much more sensible that the others).
This op should not remain in more than two or three releases anyway, imho.
This adds some view ratios in the video sequencer menu, based (copied) on the UV/Image Editor. It also fixes the inverted ratio issue reported in the same task.
Reviewers: #video_sequencer, #user_interface, schlaile
Reviewed By: schlaile
CC: jta, dingto, sergey, schlaile
Differential Revision: https://developer.blender.org/D447
Made the timeline option to only show keyframes from selected channels/data be a
per-scene setting instead of the per-timeline option it was previously. This makes
it easier for animators working on rigs with multiple bones (especially during the
polishing phase), since now the timeline and jump to keyframe operators use the same
setting to decide which subset of keyframes they need to consider.
By default, this option is enabled by default.
TODO: Extend this to the keyframe status shading on the active object name in the 3D view?