When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed
from:
- GHOST (was mostly done, finished the job)
- window manager
- various editors
- RNA
- keymaps
The input tab of user prefs does not show 3D mouse settings. Key map
editor does not show NDOF mappings.
DNA does not change.
On my Mac the compiled binary is 42KB smaller after this change. It
runs fine WITH_INPUT_NDOF on or off.
See this page for motivation and description of concepts:
https://github.com/Ichthyostega/blender/wiki
See this video for UI explanation and demonstration of usage
http://vimeo.com/blenderHack/stabilizerdemo
This proposal attempts to improve usability of Blender's image stabilization
feature for real-world footage esp. with moving and panning camera. It builds
upon the feature tracking to get a measurement of 2D image movement.
- Use a weighted average of movement contributions (instead of a median).
- Allow for rotation compensation and zoom (image scale) compensation.
- Allow to pick a different set of tracks for translation and for
rotation/zoom.
- Treat translation / rotation / zoom contributions systematically in a
similar way.
- Improve handling of partial tracking data with gaps and varying
start / end points.
- Have a user definable anchor frame and interpolate / extrapolate data to
avoid jumping back to "neutral" position when no tracking data is available.
- Support for travelling and panning shots by including an //intended//
position/rotation/zoom ("target position"). The idea is for these parameters
to be //animated// by the user, in order to supply an smooth, intended
camera movement. This way, we can keep the image content roughly in frame
even when moving completely away from the initial view.
A known shortcoming is that the pivot point for rotation compensation is set to
the translation compensated image center. This can produce spurious rotation on
travelling shots, which needs to be compensated manually (by animating the
target rotation parameter). There are several possible ways to address that
problem, yet all of them are considered beyond the scope of this improvement
proposal for now.
Own modifications:
- Restrict line length, it's really handy for split-view editing
- In motion tracking we prefer fully human-readable comments, meaning we
don't use doxygen with it's weird markup and comments are supposed to
start with capital and end with a full stop,
- Add explicit comparison of pointer to NULL.
Reviewers: sergey
Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung
Maniphest Tasks: T49036
Differential Revision: https://developer.blender.org/D583
Now all consistent and using term "properties region" instead of "properties panel". Ideally we had a more generic operator for all those.
Fixes T49006.
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.
Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).
One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).
This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).
This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.
A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
It was not so much better from performance point of view to have
a special case here and it only made us having two entry points
to the same things, which was rather annoying.
Should no be functional changes for artists.
Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
I put all usage of GL_POINTS under the microscope. Fixed problems &
optimized a couple of spots.
- reduce calls to glPointSize by about 50%
- draw selected & unselected vertices together for UV editor & EditMesh
- draw initial gpencil stroke point the proper size
- a few other smaller fixes
New policy: each GL_POINTS draw call needs to set its desired point
size. This eliminates half our calls to glPointSize (setting it back to
its 1.0 default after every draw).
Previously it was simplier logic which only checked whether the mouse
is inside of some area around sliding zone, which was resulting in
wrong sliding zone used when zoomed out.
While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
Apparently this is the result of some sloppiness during 2.5 project and since then it confused people who were trying to understand the area-region relation (myself included).
Sorry if this causes merge conflicts for anyone, but at some point we really had to do it :/
We have callbacks for that, they also do some checks and help ensure things are done
correctly. Only place where this is assumed not true is blenloader (since here we
may affect refcount of library IDs as well...).
It's needed especially for the menu entry "recover auto save" where you'd like to have the files sorted by date most of the time but it could be useful in other places too.
There should be no functional change in other areas, I just added the missing parameter (FILE_SORT_ALPHA).
Was a request from @sebastian_k at #BCon13, so at least one guy needs it ;)
Reviewers: mont29
Reviewed By: mont29
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D1476
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.