- use FTOCHAR macro which clamps values above 1.0 (rather then wrapping)
- also fixes a problem rounding down where white would display as FEFEFE rather then FFFFFF
the report also mentions how editing colors above 255 is broken but think this isnt worth trying to support.
Use: 1 + ((lift-1) * (lift-1)) so 2.0 is still a full lift but 1.x isnt so strong.
Changed color picker to give more precission, we were having to edit the buttons to see what the numbers were.
Small change to keep the value of H and S when V come to zero, take care
that only work if you keep the color picker open.
When the color picker is closed, the H and S value are reset to zero
this is because the color picker is used in a lot of different place
and this value need to be reset.
(BTW reset to zero only when V is equal to zero!)
[#20854] PROPERTIES STAMP: Rendering stamp flickers in output renders
Blenfont was not thread safe, that is why one thread can change
the font properties (size, dpi, color, etc) at the same time
that the stamp draw on the image, and then the problem.
To make blenfont thread safe I have to change two important things:
1) Every BLF_* function take one argument, the font id.
2) We have two new function to make font "thread safe":
BLF_load_unique
BLF_load_mem_unique
This two function are for case like stamp, that need and own font
that don't share the glyph cache, so can draw without problem
in a different thread.
Why the BLF_*_unique function ?
Because blenfont keep only one copy of a font and keep a list of
"glyph cache". Every glyph cache have size and dpi, so if two
different thread access the same font at the same time, they can
change value and finish with something like the stamp problem.
Why don't remove the glyph cache ?
Because if we do that, we finish with a font object for every size
and dpi, and the stamp is really a special case that happen in
the rendering process, so I really thing is better keep the
glyph cache and make this two new function to handle this
special case.
(When I say "font object" I mean have the same freetype font multiple
times just to have differents size and dpi)
As Matt point we still can have one case that two thread access
the BLF_*_unique function at the same time, but I am looking to
fix this with some class of thread lock.
For now I test and work fine, so if some one found problem, please
let me know.
Campbell I have to change the python api (python/generic/blf_api.c)
to the new syntax, so maybe you can take a look at this.
This fixes only the crash, which was due to buffer overrun for col Hex char buffer. It doesn't actually fix the real issue of overflowing the color values up to infinity.
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)
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
Reports (i.e. 'info' or 'errors') are now shown in the info header in place of the scene statistics if the last executed operator had some, with this info disappearing again once another operator is run (to show scene statistics again).
For example, this means that info such as the the number of verts merged, or whether a Keying Set successfully inserted keyframes, etc. is now shown again somewhere, and that this is done in a non-blocking manner.
The current implementation is still a bit crude (i.e. lacking fancy polish), but is at least barebones functional. The todos...
* When more than 1 report message is generated by the last operator, there is currently a display of the number of reports. In future, it would be nice to be able to add a button beside this or make the label clickable with appropriate text indicating this (commented out atm) to show popup menu of all the reports...
* There could probably be some kind of coloured backdrop behind the text. Currently using standard box, but that has padding problems, and lacks visual interest.
* Timer based fade out/disappear?
Rotations are now stored internally as radians, while exposing degrees in the UI -
in the graph editor and UI controls. This is done in two areas:
1) Using the unit system to convert RNA data to display as degrees in the UI controls
2) FCurves now use degrees for rotation, so you can edit in the graph editor what
you see in the UI.
All rotation data is consistently accessible in DNA and RNA as radians, degrees are only
used for the UI controls and graph editor.
This commit includes conversions will convert old files (stored data and also fcurve data)
to the new units, hopefully everything should go smoothly!
Part of this also changes a few properties that were hard-coded as degrees before (such
as IK pole angle and brush texture rotation) to also use the same consistent system of
radians (dna/rna) and degrees (ui).
Thanks to Joshua for hints and review here too.
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 :)
change how data is added. eg.
bpy.data.add_mesh(name) --> bpy.data.meshes.new(name)
bpy.data.remove_lamp(lamp) --> bpy.data.lamps.remove(lamp)
image and texture stil use add_* funcs
Restored the old Eyedropper tool from the 2.4 colour picker. Now it's an operator,
working nicely using rna properties (fixes#19475 and some todo items)
This ended up being a bit more work than expected, it involved converting the
colour picker to use RNA properties directly, rather than temporary values. This has
several advantages, including being able to type in RGB values greater than 1,
however there are still some redraw issues with sliders.
Also removed the alternate color pickers after this time spent testing, the current one
should be sufficient, or alternatives to the wheel can possibly become preferences
in the current design.
Converting the picker to RNA also made it very trivial to make a cool new
ColorWheel template, which can be embedded in UI layouts. I've enabled it already
in texture/vertex paint brush properties and the sequence editor color correction:
http://mke3.net/blender/devel/2.5/colorwheels.jpg
This changes how textures are accessed from Brushes, with the intention of simplifying
the workflow, and reducing the amount of clicking. Rather than the previous texture slots
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather
than taking time having to set up your slots in advance, you can now select and change
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can
be used, or for fast access, it's easy to make a duplicate of your brush with the texture
you like and assign a hotkey.
Brush textures can now be chosen from a new Textures panel in the brush tool
properties - click on the thumbnail to open a texture selector. This is done using a new
variation on the ID template - the number of rows and columns to display in the popup
can be customised in the UI scripts.
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
* Now has documentation links and recent files.
* Click on image or outside splash to make it go away.
* Still has old image, new one will be committed later.
* 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
* Mouse wheel now scrolls the list.
* Up/down key and alt mouse wheel change the active item.
* Adding/removing items from the list now automatically scrolls so the
active item is in the view.
* Shift mouse wheel changes the size of the list widget to display more
items. Lazy replacement for a proper grip.
* Shape key list now displays the influence value next to the name,
* Also fix the range of the value slider to match the defined min/max
range.
This calls a registered menu as a popup so we can reuse header menus , currently used for Node editor and Sequencer add menu (Shift+A), can be used for toolbox too.
issues like Shift+R (repeat last) not giving capital R in the text
editor. There is also new modal handler list at the window level,
and the API call will always add it to that one now, since modal
handlers were not used in other levels.
The order used to be:
* window modal + keymap
* area modal + keymap
* region modal + keymap
Now it is:
* window modal
* region keymap
* area keymap
* window keymap
* Fix problem with curve mapping / color ramps not updating
things like previews propertly. Now it uses the RNA update
of the pointer from the material/texture/.. so each of those
can define their own update, but still share the RNA struct.
* Code for these templates is now in interface_templates.c
* Fix exception for "axis" property, now it always shows normal
widget with the PROP_DIRECTION subtype.
* Remove context from uiBlockLayoutResolve, no longer needed.
#19345: can't get out of grayed out pointer field.
#19342: item_pointerR fields can't be cleared with one item.
#19341: fix hanging tooltips when manipulating regions.
#19339: context panel still allowed tabbing, but it has no header.
#19334: editing SSS settings crashed previewrender.
#19330: object mode could not be switched on from the header menu.
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
* Popup menus now remember the last clicked item again.
* Modifier and File Format menus are now organized in multiple
columns with categories.
* Hook, explode, uv project modifiers have all their buttons
again with the relevant operators implemented.
* Modifiers that can't be added by the user, or don't work on
curves for example, are not in the menu anymore.
* Fix search menu overlapping buttons when near the bottom of
the screen.
* Fix uv layers search menu not working in some modifiers.
* Cleanup popup menu code a bit, layout engine is used in more
cases now instead of ugly position calculation code.
* Added Context access to RNA_property_as_string. This is needed for doing a Python call to the object mode set operator, which has a dynamic enum property that needs context.