when using the node on a single white pixel on black background, the output should look like as the bokeh image.
being a round image, but it looked like a donut.
the make_gausstab used dist/rad and bokeh used (dist/rad)*2 - 1
I changed it to reflect the correct bokeh circular image
Weight Paint Vertex Select tweaked to act like edit mode's select and Circle select was added, but clipping is not working properly for either.
Select all was added too, but to the Q key until I look into overriding A's select all bones.
The select vertices checkbox was moved to the header, but it does not force face select mask to turn off yet--and it doesn't have the correct icon.
There will definitely be an update tomorrow to fix the problems with all or most of the issues.
this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X
to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X
It should reconnect the nodes as they were muted
limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)
Where reconnect could not be preformed the links will be removed from the model.
Undo works with this delete with reconnect.
===========================
- Fixed typo in RNA api for has_bundle.
- Added operator "Bundles To Mesh".
It was a request from Sebastian and this operator creates mesh
with vertices using bundles coords for vertices coordinates.
A bit limited atm -- new object can't be parented to camera,
so changing camera orientation would requite mesh re-creation.
===========================
- Fixed buf with under reference for Follow Track constraint.
- Get rid of BKE_movieclip_approx_size. Rather than accessing
to cache with previously set frame number it'll be easier to
store size of last accessed in "runtime" DNA.
This opens up the option for blender to be more easily ported to other devices, OS's.
TODO
- continuous grab.
- text glitch with multiple windows (was a bug in X11 too for a while, will check on this)
keyframe lines are wrapped up nicely by it
Ideally it could be made so that it only became wide when it is on a
frame with a keyframe, though that could end up causing performance
problems, so this will have to do (if a bit "chunky" looking at
times).
* Keyframe lines were being drawn too short when frame number box was
enabled. The code for drawing this was modifying the View2D view-space
to get it's stuff in the right place, but the timeline code was not
accounting for this.
* In order to make the time ticks more visible outside the frame
range, I've moved the start/end frame drawing stuff in timeline to
occur after the grid drawing, and to draw semi-transparent, just like
the preview range curtains in the other animation editors
===========================
- Reduced size of widget for camera focal length units.
Also changed labels to mm/px. Now it's much easier to read
values and titles here.
- Reordered settings in "Display" panel. Hopefully it's
now easier to read options here even when N-panel
isn't large enough.
- Fixed bug with "disappearing" labels from "Active marker" panel.
- If search areas are hidden and marker is disabled,
make pattern area red rather than displaying nothing for
this marker.
- Internal change: "show marker path" became "show track path".
- Lock shape of pattern to square by default. Control unlocks
this shape.
- Hitting escape when sliding cancels changes and stops sliding.
- Search areas are hidden by default now. No big benefit of
looking at them now after changing default settings to
2D tracker and pattern/search size.
- Both of Toolshelf and Properties panels are now visible
by default.
- Move keyframes from Properties panel to Toolshelf.
It is a key thing which makes reconstruction correct and
this options were too hidden and not so convenient to
use.
* When a track is being solo'd, all other channels for that block are
drawn darker
* Strips in non-solo tracks are drawn flat shaded instead of with
shading
* Mute toggles are hidden (they wouldn't affect the result)
Added some new star icons for the "solo" toggles in NLA editor.
Unfortunately they look a tad scruffy alongside some of the other
icons, although they should hopefully turn out to be more descriptive
(especially when combined with some drawing tweaks I've got in the
pipeline...)
wrong entries if obdata selected
In this case, the problem was that there were some lingering F-Curves
that were unselected by still had "active" flags set (a problem caused
by the old filtering channel visible vs list visible bug). Now,
"active" flag is treated separately from "selected" flag (bringing
this back into line with bones), leaving no confusion.
===========================
- Fixed incorrect usage of RNA structure for
CameraSolverConstraint.
- Fixed some typos in object_constraint which were
casting CameraSolver data to FollowTrack data.
- Tracking-related constraints now have got option
"Use Defult Clip" which makes them use clip set as
active for scene. Enabled by default.
- Set active blender camera focal length after reconstruction.
- Corrected offset of sequence images. Now first image from sequence
should be at scene frame 1.
blocks and Objects from add_element
These two chunks were significantly large that they really needed to
be placed into their own functions to allow for easier source
navigation.
===========================
- Minor spelling fixes.
- Do not draw bundles for hidden tracks in SpaceClip.
- Pressing SHift when sliding marker with mouse makes movenment more accurate.
- New default values for maerker pattern/search areas.
This makes tracking more stable.
- Pyramid level increased to 4. This would make tracking
of blured imaged more accurate.
As per my proposal (http://lists.blender.org/pipermail/bf-
committers/2011-July/032553.html), I've split outliner.c into several
new files based on the purpose of the relevant code.
* outliner_tree.c - building outliner structure
* outliner_draw.c - outliner drawing (including toggle buttons and
their handling)
* outliner_edit.c - all operators for toggling stuff, and/or hotkey
accessed operators. Also KeyingSet and Driver operators go here
* outliner_tools.c - all operators and callbacks used for handling RMB
click on items
* outliner_select.c - stuff for selecting rows, and handling the
active/selected toggling stuff
In a few cases, the split hasn't been totally clear-cut due to cross-
dependencies and other spaghetti. However, in a few cases, I have
managed to remove the need for some of the prototypes that were needed
in the past by judicious reshuffling of functions, which also makes it
easier to actually find what you're looking for.
----------------------------------------------
Two extrude bug fixes provided by howardt in IRC
1: Edges getting extruded in sheets did not have
consistent normals.
2: Sometimes faces created by the extrusion
process were corrupt
===========================
- Changed libmv api to use doubles instead of floats.
No real benefit rather than keeping API uniform.
- Optimized reconstructed camera search. It's optimized for
playback, not random access.
- Added option to show projection of bundles into footage.
To see bundles "Show Bundles" from Display panel should
be enabled. Used very rough limit of 3 px to consider projection
is fine. Colors are still hard-coded. Not sure it could be useful
to make them configurable.
- Added option to mute footage. It could be useful to check
if markers/bundles are moving smoothly.
- Added selector for focal length units.
* Objects are now always rotated in the directions of the hair paths
* Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
* Proximity brush color ramp should now work properly with any type of proximity brush.
* Dynamic Paint operators (adding surfaces, baking, etc.) now affect right object even when ui is pinned to a non-selected object.
* Fixed proximity falloff for vertex weight surfaces.
* Fixed possible color issue with low alpha brushes.
* Fixed a compiler warning.