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Moved tweak from "Cursor To Active" to "Cursor To Selection".
It's more logical due to this operator already works with midpoints.
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- 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.
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- 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.
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- Fixed smal lbug with mouse selection.
- Added option to show tracks names and their states
(disabled, keyframed, estimated, tracked).
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- 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.
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- Sliding from preview could now be undone.
- Fixed memory leak caused by NULL-ing used scopes on
layout restore.
- Fixed possible crash after splitting space clip.
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Changed behavior of "Follow Track" constraint for tracks.
Now tracking coordinates are mapped to plane which is
parallel to camera view plane.
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Click-and-slide behavior for placing marker.
Now "workflow" of adding new marker is following:
- Hit Ctrl+LMB
- Release Ctrl
- Slide mouse to give marker better position using
preview widged for this.
"Previous" behavior is valid still.
- add back slicing for buffers, (was previously in 2.4x but not working in py3):
buf = bgl.Buffer(...)
ls = buf[:]
- fix for crash with negative index access not being clamped.
- improve repr() function for multi dimensional buffers.
- add back 'list' attribute, but print deprecation warning.
Now it behaves right on playback:
- Starting playback "Anim Player" button appears on header.
It used to appear only on mouse hover before.
- Stopping playback triggers refresh on compositor, so
actual result would be visible if image sequence/movie
is used in nodes.
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- Silent compilator's warning about possible uninitialized
variable usage in set floor operator.
- Check tracks cound on both of keyframes before reconstruction.
- Refresh 3d viewport when deleting track with bundle.
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- Bundle re-newed libmv library.
- Update API in libmv-capi to match new library.
- Initial implementaition of feature detection.
- Fixed bug with incorrect user sync when tracking
for first frame.
* New object pointers can't be loaded properly for library linked groups, so the weight groups now store an index to the group objects at save time. This index is used at load time to set the objects without relying on the old pointers.
* If the library linked group is modified the indices can be wrong, but this can't really be avoided easily as there's no way to relate objects in a linked group between loads.
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- Fixed compilation error with OpenCOLLADA
- Added sample preset for tracking camera.
- Fixed bug with wrong order of preset properties loading/saving.
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Changes to tracking camers settings, so they could
be copied to Blender camera on reconstruction.
Sensor height doesn't make any sense yet for tracking camera.
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Commiting patch #24427: Editable camera sensor size (meaningful focal length units)
Thanks to:
Matt Ebb (author of original patch)
Ejner Fergo (porting patch through versions)
Brecht Van Lommel, Dalai Felinto, Campbell Barton (patch review)
Cant't commit changes to addons (they aren't branched, so some of them
could be broken now)