*** use-case:
"I have 10 reference images that overlap each other and every time I want to see one, I need to change the transparency of all the others.
therefore it would be nice to have a little button by each menu to allow enable/disabling individual background images"
To avoid subversioning bump I created a define that is negative (DISABLED) and of course a rna that is a boolean_negative.
Talked with Campbell and he actually prefers this way over do_version, so there it goes.
This commit implements:
- Configurable settings for newly creating tracks
Now it's possible to set tracking algorithm and it's settings for
all newly creating tracks including manual tracks creation and
tracks creation by "Detect Features" operator.
- Moves margin, frames limit and adjust frame inside per-track
settings.
Was request from Francois for this.
- Adjust Frames replaced with menu called Pattern Match where it's
possible to choose between matching pattern from keyframe frame
or from previously tracked frame.
Didn't see somebody used adjust frames values differ from 0 and 1,
and this menu should make things more clear here/
This operator does needed changes to
- 3D viewport
- Scene settings
- World settings
- Compositor
- Scene objects
in a way scene becomes ready to be composited into footage.
Known issue: preview doesn't work "out-of-box" after running this script,
selecting View node and hitting Tab helps. Not sure it can be solved
in nicer way at this moment.
by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
Somewhere in the process of generating that Frankenstein font, most latin capital glyphs lost there "modifier" part (umlaut, accent, etc.). I added them again using fontforge auto tool, but not to all of them though, as some would add a shift to the whole font... :/
This is not a nice fix (the correct way would be to merge again the whole latin part of dejavu into blender font, but again, I couldn’t manage to do it without an ugly global font shift), but at least it works, doesn’t shift the font, and add back most modified capitals.
- UV's were not being calculated if there were too many VColor layers.
- precalc (omd->size * omd->spatial_size) was being called in a loop.
- use vector functions to avoid pointer indrections on each access which the compiler wont optimize - eg: och->ibufs_disp[f]->rect_float[4*(res_x*j + i) + 1]
- dont call abs() on ints (converts to double and back to int in this case).
also unrelated render buttons change. move saving options directly under the file path since these were easy to confuse with image format options like zbuf, ycc, preview.. etc.
*Update of i18n font, arabic should be more complete (now using DejaVuSans version), added devanagari (for Nepali, but used also by Hindi...) from Samyak-devanagari font...
*Enable Nepali translation, as it now has a font to display!