- Intersection code was using undefined vector
caused wrong lines to be picked
- Code now also copes with hidden sockets.
If all fails, is just unhides a good socket.
===========================
- Operator "Join Selected Tracks".
This operator joins all selected tracks to active track.
Hotkey is Ctrl-J.
- Operator "Select Grouped".
Now it's easy to select all locked/keyframes/etc markers.
Hotkey is Shit-G.
- Operator to jump to beginning/end of active path.
Hotkeys are Shift+Ctrl+Arrow Left/Right.
- Operator to copy color from active track to all tracks.
On dragging a non-connected node on a noodle, it will insert it.
Functionality tweaks are possible, but it already feels non-intrusive.
Rules:
- Insertion only when a single noodle is intersecting with node.
- Default connects first matching socket type.
- If no socket match, it connects the first.
===========================
- Damn hidden searches. Again fix in select_all operator.
This time for inverted selection.
- Do not select "hidden" parts of marker on creation.
- Added modifier key for marker transformation:
if alt is pressed down -- pattern/search will be moving
relative to marker center.
- Changed behavior of mouse sliding:
* To change marker position markers should be slided by it's center.
* Left-top corners now used to offset pattern/search relative to
marker center.
* Hide mouse cursor during sliding.
Blender render optimizes alpha=0 materials away, unless it has
a number of properties... but there wasn't a check for material
being ray-mirror, it then should be rendered always.
===========================
- Fixed discovered bug with selecting hidden marker areas with mouse.
- Refactor of context structure used for 2D tracking:
* Tracker object is now per-track. This allows to use
different pyramid levels for different tracks and
now search area resizing shouldn't make tracking less
accurate.
* This is also be used for new optimized libmv API.
* This allowed to use OpenMP to track different markers in
separated threads.
This allowed to reach quite cool speedup for multi-core CPU.
===========================
- Small fix for recent commit -- zoom was calculating incorrect
for some values of aspect ratio.
- Small spelling fixes for operator descriptions.
===========================
- Fixed crash when transforming disabled marker.
- Select Inverse wouldn't select hidden parts of markers.
- Movie Clip display aspect ratio is now available on Display panel.
[#28032] Python Mathutils: Matrix Multiplication Error
Since they ended up reversing the order we better keep old code unless its proven to be incorrect.
also change Matrix.__repr__ function args to evaluate correctly (need to be inside a tuple).
From what I can tell there is no good fix for this bug, calculating the 2d/3d viewborder and then attempting to align them to be pixel perfect fails because of float imprecision.
Added a workaround, so the camera border is always drawn in 2d space,
since this workaround may cause problems later on its kept under the define VIEW3D_CAMERA_BORDER_HACK so we can get old behavior back easily.
Generated images would not be re-generated with a float buffer on load, even when selected on creation.
Now save the float buffer setting as a generated image flag.
This means you can enable before baking to enable baking to a float buffer.
===========================
- Fixed crash when holding down S and R keys.
- Fixed deleting of first marker.
- Tracking should now work fine with float buffers.
- Added option to show distortion grid. It's most probably
temporary solution until [auto]calibration tools aren't
merged.
This grid defines straight lines on the image.
===========================
Test feature: configurable marker colors in Clip Editor.
Use presets, so plenty of different color could be defined and
easily re-used.
===========================
- Hide all reconreuction-related sliders from Display N-panel
of 3D viewport if "Show Reconstruction" is turned off.
- Added setting for shape of bundle. Default is sphere.
===========================
- Internal change: do not use maroses for checking the only
one bit of track/marker flags.
- Do not display track name for disabled markers when
"Show Disabled" is turned off.
- Option to lock tracks. Locked tracks can't be be moved,
scaled, re-tracked and so.
===========================
Moved tweak from "Cursor To Active" to "Cursor To Selection".
It's more logical due to this operator already works with midpoints.
===========================
- Fixed bug with bundle getting selected when clicking on camera.
- Bundles are now low-poly.
- Tweaked "Snap Cursor To Active" operator:
If active object is camera and there's bundles wisible in viewport,
snapping would happen to midpoint of selected bundles.
===========================
- Selected bundles are now highlighted with outline.
It looks more Blender-way of highlighting selected items.
- Added option to show bundles names in 3D viewport.
- Bundles now coudl be selected from 3D viewport.
===========================
- Fixed smal lbug with mouse selection.
- Added option to show tracks names and their states
(disabled, keyframed, estimated, tracked).
===========================
- Remove set but not used variable in clip buttons.
- Set keyframe when sliding marker with mouse.
- Also set keyframe when sliding from preview widget.
Issue was that the Shader tree execution changed the ShaderInput.
Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel.
When the material is not a node material the pass_index will be shown at the "options" panel
To test enable nodes on the material
Add a new input material
change the pass_index of the material (render pipeline options)
Enable RenderPass material ID and use the compositor to read out the material pass
Jeroen
xsch and ysch were originally planed to replace the scene->r.xsch/r.ysch
however in blender/3dview we still need to use the r. values. Therefore we can't really run
from using those values even in bplayer. So removed the values in gamedata.
The way it's now, render values (xsch and ysch) are responsible for aspect ratio and gamedata xplay and yplay are responsible for the size of the window.
I believe this bug was there since we (me) moved the game settings to scene->gm
Since I was here I added support for x/y non square aspect pixels (i.e. anamorphic)
we were already using it for videotexture so I don't know why we were not here.
Tested in OSX, but it should be working in all OSs.