Colors used by Bone Groups are now copied/assigned to Action Groups too when
they're created now. This completes the work started in r.46960 to restore this
functionality from 2.48.
Currently, there is no control over when/whether these colors are copied over
(although it is possible to disable the display of these colors for relevant
animation editors if desired). Originally I was going to make this a more
generic Keying Sets feature, though that turned out to be a bit too complex to
manage.
Other notes:
* Split out the code for copying colors to a common library function
By holding shift and "cutting" a node link a new reroute helper node can be inserted. This consists of a single socket that can be used to insert additional connection points into a link. This can be used to keep a connection point in the tree when deleting a node, or to control the path of long connections for layout cleanup.
to resolution calculation functions rather than doing this from callee.
Also switch mask drawing code do the same spline resolution calculation
as used for compositor (which takes frame dimensions into account).
- Original slide would create overall feather for spline
- Sliding of feather points for already defined feather would control
individual feather points weight
- Sliding of feather points with Ctrl hold down would switch to
overall feather control
It also changes multi-paint's "zero weight color" to black again--it was unintentionally changed to red some time late last year when an aspect of the colors were changed.
Deformed spline should be re-evaluated after adding new feather points
Used both BKE_mask_update_display and DAG_id_tag_update because of:
- If adding feather point is happening from macro which adds point and
slides it, deformed spline should be updated immediatelly so sliding
operator will use updated feather,
- If adding happens outside of such macro, update DAG is necessary to
make needed updates in other areas (such as compositor, i.e.)