Changing tilt for 2D curves doesn't really hurt, just makes things not so
clear tosee what's going on because you're changing value which isn't used
at all for 2D curves. Disallwo to run TRANSFORM_OT_tilt operator for 2D curves.
Also made a correct fix for incorrect shortcut for tilt in 3D viewport toolbar,
it was really confusing to have almost the same operators (TRANSFORM_OT_tilt and
TRANSFORM_OT_transform with mode=tilt) in keymap. Better to use tilt operator
in toolbar.
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Automated image sequence offset calculation for image input node and image editor.
Calculate offset or sequence when loading image in node or editor and also
re-calculate offset when switching currently displaying image in editor or
source image in input node. This kind of recalculation is needed because offset
is stored in ImageUser structure so when you're switching from one sequence to
another it can be really confusing because offset from previous sequence would
be used for new sequence.
NOTE: Not sure this commit is fine to be included in tomato merge commit,
prefer to test it further and commit as separate change after merge.
so path manipulation functions dont run multiple times on the same path in the case of sequence strips where the one directory is used as the base for many images.
- r35832 joeedh removed this with comment "removed the "smoothness" parameter (which never worked, anyway, even in trunk)", not sure I agree here... just because its not perfect doesnt mean its not working, anyway, to support in bmesh at the same level as trunk is not much effort.
- calculating the coordinates was being done on every shape key, I can see this could be useful to subdiv worked on all shape keys BUT the existing code didnt do this properly, for it to work right the normals would need to be updated for each shape key too when calculating smoothing, so now just calculate the new subdivided location and apply the difference to all other shape keys.
===========================
Split property used to define tracking camera focal length into two separated properties,
so now you can specify focal length in needed units directly without taking into account
units used for displaying.
enabled antialiasing, overriding application settings.
The fix for this got lost when the FSAA option was added and later disabled
again. Added it back now, and also disable AA for UI widgets since it makes
them look too blurry, they already do their own AA.
===========================
- Changed 3D viewport reconstruction settings to more usable defaults
- Some code clean-up
- Option to place markers for detected features across the whole frame,
inside grease pencil areas or outside of grease pencil areas.
* Redesigned alpha blending and paint drying algorithms. Now it gives much better results when using low brush alpha or when surface has initial color set.
* Fix: "Slow" dissolve/dry was scaled incorrect when using substeps. Also adjusted time to better match non-"slow" setting.
* Fixed possible issues when using image textured brush.
* Fix: particle brush panel was no longer visible since last commit.
* Adjusted default surface values.
* Some more code cleanup.
Some UI and code cleanup for the "Symmetry" panel in sculpt mode.
* Made X, Y, Z Buttons toggle buttons, as the other X,Y,Z in the "Options" panel above in sculpt mode, for consistency.
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- Hopefully last fix for sensor-related compilation error.
- Set SAD correlation and KLT pyramid level for tracks created
on previous version of Blender.
- Do not flip current frame number when it's getting to close to
right boundary of clip editor.
===========================
Rest of recent compilation error fix (this stuff better be kept
separated to make it easier to separate patches for trunk integration).
Made behavior of tracks selection more consistent with other areas:
- Make track active when starting sliding it.
- When using extend selection clicking on non-active track make it active
instead of immediately hiding it.
- Reset offset from locked selection when using non-extending selection.
Freestyle generates a temporary scene containing a number of stroke meshes to
achieve stroke rendering using the Blender internal renderer. This temporary
scene may appear in the outliner and undergo user interaction when the stroke
rendering takes a long time. The crash was due to the deletion of the scene
without taking care of references to the scene from screens, one of which was
the outliner.