Probably a leftover from old code, I don't think this invoke usage of VIEW3D_OT_background_image_add
was actually reachable anywhere from the UI, but managed to get it working from py, without increasing
user count...
Preserve buffer form previous runs so it's possible to make
a compo of full frame, then draw a border and start tweaking
nodes and see updates in that border.
Main idea is to make it able to visually compare difference
between what was changed inside the border and how frame
looked before the tweaks outside of the border.
Also implemented Clear Viewer Border in compositor, shortcut
it Ctrl-Alt-B.
Reviewers: lukastoenne, jbakker
CC: venomgfx, sebastian_k
Differential Revision: https://developer.blender.org/D582
Suppress warning for now, it's harmless and only happens
with new libpng.
In the future we might try enabling it for non-datatoc-ed
files, but it's really not worth spending lots of time on.
Objects were hidden in "only render" mode if they were duplicators. This is correct in general, but for particles should be disabled by the "show emitter" option.
Simply add an option to render settings to save an EXR cache,
just when the render is finished. Also changed RE_ReadRenderResult() to read
cache instead of temp sample files (those are fully volatile now anyway).
Path to save cached render results is an UserPreferences setting.
Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend,
and in an Image Editor hit ctrl-R to (try to) reload last render from cache).
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D553
The issue was introduced by 0f95149 and it only worked before
because default game material alpha blending was set to alpha.
Now it'll check whether material has transparency enabled and
will use alpha blending by default in this case.
Some tools used view vector while others used the area normal.
Area Normal -is- useful and it will have to be incorporated to the
system better, but I'd like to do it in a way that is well
collaborating with sculpt plane calculation too, because it will have
to be slightly more expensive, i.e normal calculated before the plane,
never together, so only front to the area normal influence can be kept.
Currently sculpt plane takes into consideration view vector, but that
can produce an unwanted normal/plane at glancing angles on mesh edges.
Another issue that arises here is whether we do an actual calculation of
sculpt normal for each symmetry pass or we just flip the initial (former
is more expensive but more correct)
objects.
Flush edits for all objects, not just the active one. Here we might want
to disallow leaving an object on sculpt mode when selecting another, but
this works, no need to enforce it.