Yet another color space issue, we multiplied texture color with srgb
brush color and retrasnformed it to srgb. Now use the linear brush color
for the multiplication.
This change means you can see the option to do +/- aligned axis when calculating roll
(in that case the flip-axis option is ignored).
This is added since you mostly don't want to set the option in the toolbar each time.
This initialization function was massive with lots of local variables,
quite hard to follow. Splitting up doesn't make it perfectly clear,
but a bit better.
The changes are mostly quite mechanical splitting apart code, plus a
few new temporary structs for passing data without too many confusing
args. No intentional changes to functionality.
Reviewed By: psy-fi
Differential Revision: https://developer.blender.org/D1035
This is a per-strip option next to the build proxy size which tells blender
whether to skip building proxy size if the file for it already exists or not.
The option is called "Overwrite" for simplicity.
This option is enabled by default to avoid changes in the file behavior.
TODO: Would be nice to do something like that for movie clips as well.
Adds support for stacked fullscreens. This basically means, if a user opens a
temporary fullscreen mode, such as the File Browser or the Image Editor render
view, from a different fullscreen, the "Back to Previous" function or the other
ways to escape those temporary fullscreens don't return to the split screen
layout but to the previous fullscreen he has been in.
I already committed something similar (f7e844570f) but that was only
supposed as a fix, it didn't work for the "Back to Previous" operator and the
implementation wasn't really reusable. This one looks a bit nicer + makes some
older hacks unnecessary :)
If we ever want OpenGL 3.2 core context quadstrips need to go anyway and while there is much more things that need to be done this is something that can be tackled without any mayor surgery.
And without losing any kind of compatibility with ancient GL.
Reviewers: psy-fi
Reviewed By: psy-fi
Subscribers: psy-fi
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1027
The issue was caused by the conflict between preview render which would set
R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of
the render pipeline trying to use this flag.
Now the sampler functions accepts extra argument so render pipeline can
still skip image load, but calls outside of the pipeline will nicely load
all the images.
Not cleanest change in the world but good enough to unlock gooseberry team,
and assuming we already had pool passed all over the place it should be all
fine.
Will need to reshuffle arguments into SamplerOptions structure later.
This is the same as blender internal's texture mapping from another object,
so this way it's possible to control texture space of one object by another.
Quite straightforward change apart from the workaround for the stupidness of
the dependency graph. Now shader has flag telling that it depends on object
transform. This is the simplest way to know which shaders needs to be tagged
for update when object changes. This might give some false-positive tags now
but reducing them should not be priority for Cycles and rather be a priority
to bring new dependency graph.
Also GLSL preview does not support using other object for mapping.
This is actually correct for BI shading as well and to be addressed as
a part of general GLSL viewport improvements since it's not really clear
how to support this in GLSL.
Reviewers: brecht, juicyfruit
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1021
This patch updates the timeline editor. Ordinarily, it draws the
yellow keyframe lines at 100% of the available height. This becomes an
issue when there are keyframes for every frame, which can happen when
importing motion capture data or recording animations from the BGE. In
such cases, the green "current frame" indicator becomes very hard to
see.
This patch restricts the drawing to the bottom 60% of the available
space, thereby making the "current frame" indicator more visible.
Reviewers: aligorith
Reviewed By: aligorith
Subscribers: Severin
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1033
The function was checking the psys flag for this, but since for
disconnect/connect the same psys is used as source and target, the flag
must be passed explicitly.
The logic used for determining whether certain keyframing settings (i.e. visual,
only needed, xyz -> rgb) got applied was wonky. The original intention here was
that the Keying Set settings would override the global settings, and the path
settings would override what was used for the Keying Set. However, that was not
happening in all cases previously, as it was only possible to add flags and not
to turn them off.
This commit fixes that by introducing separate toggles to control whether the
Keying Set/Path's settings override the settings inherited from its parent
(i.e. the Keying Set for the Path, and the User Prefs for the Keying Set).
The icons used for these toggles could get revised a bit (we need something
which communicates "override this"; the current one is the closest I could find)
WARNING: If you have old keying sets, this may cause some breakage!
Campbell once told me such checks can cause warnings on some compilers, so
let's try to avoid them.
From the theoretical view, this check works quite different than the old
one, but in this case everything should work just like previousely.
Steps to reproduce:
1) Create an object, animated with shape keys
2) Copy it with Alt-D
3) Push action down to nla track
4) Select that track and delete it
In attached file 1-3 steps are completed.
{F138559}
Alexander (Blend4Web Team)
Reviewers: aligorith
Subscribers: yurikovelenov, Evgeny_Rodygin, valentin_b4w, AlexKowel
Differential Revision: https://developer.blender.org/D1015
Finally! At long last, I've gotten this working! This ended up being far trickier
to get right than anticipated; the normal remapping API's cannot be used as-is
as they will just clobber over subtleties whenever datablock changes are involved.
So, for now, we have to duplicate the logic a bit.
Now, RNA Paths and driver targets get corrected, but at the expense of this
always happening (i.e. even for those affecting drivers which existed before).
Currently, when joining two armatures, the drivers of the armatures being merged
in are lost. This commit introduces a new AnimData API function for merging
animation data into another AnimData block.
NOTE:
* For now, this only copies the drivers over. As a result, manual effort will
still be needed to go through and fix the drivers.
I am working on automating that process, but it's more important that the
drivers don't have to be created from scratch for now (since this is needed
for the Goosberry rigging work).
A development addon can be used now to enable the debug drawing, without
the need to add UI code for this in the release files.
The SimDebug feature should also get an overall build flag and use
function stubs unless enabled. That way any possibility of overhead in
releases is eliminated.