Summary:
Seems to be known TODO in the code, but no idea why it
was never solved, especially since tweak is so much easy.
It might be arguable that we need to support painting
color space, but it's still much better to convert to
sRGB space. It's gonna to cover 90% of cases anyway.
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Maniphest Tasks: T37670
Differential Revision: http://developer.blender.org/D65
Summary:
Now it's possible to assign an image to plane tracks
in clip editor. This image is only used for display
in clip editor and this image is being warped into
the plane track rectangle.
Main purpose of this is to get early feedback about
how good image warping matches the footage, before
clip goes to the compositor.
Pretty much straightforward change: just compute
homography from undeformed normalized frame corner
coordinates (unity square) to plane marker corners
and apply this matrix to opengl stack.
Still could improve behavior when perspective
plane transform is degenerate, but that's not so
much critical for now i'd say.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: sebastian_k
Differential Revision: http://developer.blender.org/D57
This allows you to choose between subdivide edges, collapse and both. Being able to
only collapse edges can be useful to simplify meshes with accidentally introducing
more detail.
Reviewed By: psy-fi, carter2422
Differential Revision: http://developer.blender.org/D15
Summary:
Curve ORCO was not calculating properly for cyclic 2D curves.
- Needed to split vertices for blender internal renderer.
Otherwise it's not possible to map last face to a proper
texture location.
- Needed to tweak curve->mesh conversion to respect cyclic
flag along U direction.
- Removed check for orcodm in curve.c:add_orco_dm since
this code is only called if there're enabled constructive
modifiers on the curve.
Reviewers: brecht
Maniphest Tasks: T37225
Differential Revision: http://developer.blender.org/D45
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
This makes a number of operators no longer ask for confirmation, rather it will
show an info message after performing the operation. Ref T37422 for decision. In
particular, these were changed:
* Delete objects, bones, keyframes, masks, mask curves, motion tracks, markers.
* Clear and delete keyframes in the 3D view.
* Align bone to parents.
* Separate bones from armature.
* Group/ungroup metastrips in sequencer.
* Copy/paste objects to/from buffer.
Reviewed By: brecht, dingto
Differential Revision: http://developer.blender.org/D35
- Made tooltip for compression a bit more clear.
- Use default compression of 15%. Gives around
two times boost on export movie file here in
test with only 10% increased file size.
Reviewers: Jonathan Williamson
* Remove Stars feature. This was a quite minimalistic feature and there are
better alternatives with more control (particles for example).
Removal discussed during BCon13 developer meeting and already years before, time to do it..
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D17
* Remove "Edge" post processing effect and the corresponding render layer.
Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again).
Reviewed By: brecht, ton
Differential Revision: http://developer.blender.org/D14
Developer note:
BVHTREE_FROM_FACES was being used for both edit-mesh and derived-mesh
bvh-trees, this could cause index lookup errors in editmode.
Fix by adding a new type for editmesh so theres no confusion.
Issue was in fact caused by wrong DNA storage, which
apparently was considering unsigned long as just 4
bytes here.
Now use uint64_t to be sure timestamp does fit into
storage on all the platforms.
Thanks Campbell for help looking in the issue.
GE was copying the pose channels without increasing user counter for a
custom bone shape object. Freeing copied pose will for give decrement
errors.
The same increment issue seems to happen in BKE_pose_copy_data, which
is also solved now.
Current redraw options also did an unnecessary normal recalculation on
updated nodes.
Also, for the box and lasso mask only push an undo node if any vertex
has actually been influenced.
Summary:
Old idea with changes since previous release tag
didn't work good enough. In most of the cases tag
was done in a branch hence not actually reachable
from the master branch.
Now change since release is gone, and date of
the latest commit is used instead.
The date is displayed in format YYYY-MM-DD HH:mm
in the splash.
New bpy.app fields:
- build_commit_timestamp is an unix timestamp of
the commit blender was build from.
- build_commit_date is a date of that commit.
- build_commit_time is a time of that commit.
Reviewers: campbellbarton
Differential Revision: http://developer.blender.org/D5
Another Evil Typo (r) one, you could add much more than the 8 allowed VCol layers!
Note: added some (warning-only) checks in mesh validate functions, but we still have a big issue with new cdlayer merge function, which could generate more than 8 layers of UVs or VCol... Don't know yet how to handle this situation. :(
For now just make sure conversion to sequencer space will ensure imbuf's
color space names is set properly.
Might be some further changes needed to make colorspace flow more clear
in sequencer, but that's for later.