Missed some passes in the previous commit. Now seems all the passes
are covered, at least with my understanding of the things.
There're some weird things going around with the refraction pass,
but that is caused by some other issue in the code. Would rather
call it a TODO for now.
Make pie menu item placement touch the radius from the internal side of
the buttons rather than placing on the center on the cirtcle. This
allows us to get rid of the separate visual angle property, also allows
for tighter placement of pies with a smaller radius without easily
overlapping.
Also pie menu title now always appears above the threshold indicator.
This is just another issue caused by convertblender overwriting the object
matrix at the time of creating render object. What's even worse here is that
original matrix is not stored for the lamps, only lamp_matrix*view_matrix is
stored.
For sure we can combine lar->co and lar->mat back to mat4, multiply by the
inverse view matrix and get object matrix, but this is not suitable for the
viewport render because every viewport rotation will accumulate the error.
For now let's store worldspace lamp matrix in the LampRen structure and use
it when rotating the scene.
Attempt to make soften brush faster by allowing non-symmetric kernels.
Projective painting supports those naturally but for 2D painting there's
a small hack to avoid shifting of the texture. Not totally correct but
it works for now.
Sampling still samples the texture color in transparent areas. This is
not so bad but users may get confused when clicking on a white spot and
picking black instead of the mesh color.
Krita also has this uncertainty when picking in transparent areas but we
do not interpolate with an explicit "transparent" looking texture during
viewport drawing (maybe we should), so it's not so apparent what happens
here.
Since 3DViews use IDs like images or clips, we can't skip anymore `lib_link_screen()`
when reading from mem for undo/redo stuff. Else, freeing (unused) screen in `BKE_read_file_from_memfile()`
will lead to using data already freed (since pointers have not been updated when reading that undo step).
There were a few issues to fix here:
* We did not really unpremultiply float image dabs prior to sending them
to the GPU. That made float and byte image result different in texture
painting and undoing could change the result.
* To make textures nicely composited over the mesh, I used decal mode in
OpenGL texture environment for the texture unit. This uses the texture's
alpha channel with a nice over operator.
* Texture creation used to override the alpha setting due to the display
restrictions. Not so anymore, people can now create transparent byte
images.
Also, made alpha zero default for new textures now, since it has such a
nice effect here.
Problem is that setup of stack indices which refer to the same stack
entry can lead to cyclic TexDelegate node pointers, causing an infinite
loop.
Fixing this would take too much time and require recoding large parts of
the texnodes system, which is earmarked for scrapping anyway ... So for
now just disabled muting in texnodes to avoid crashes.
The stored context object was used for creation of shade nodes. A closer look at the
node system showed that the context is not actually used when shader nodes are
added to a shader node tree. Relying on this fact, now a NULL pointer is passed to
nodeAddStaticNode() instead of the stored bContext pointer.
Looks like the issue was caused by a UV map name starting with a lower case
letter (e.g., "color"). Capitalizing the name fixed the problem. Also adjusted
the creation of custom data layers to optimize things a bit.