Currently does not support copying of animation data. This would require copying of individual fcurves etc. between data block, which is not implemented yet.
Also it is currently possible to circumvent some constraints of the nodes, in particular for node groups (e.g. no groups inside groups, render layer not inside groups).
- image space used wrong notifiers.
- image notifier now checks for mask mode before listening to mask edits.
- mask keyframes now draw in the image space.
* Code cleanup, removed unneeded code.
* Style cleanup, don't break lines to early
(unless marked as pep8-80 or pep8-120 compliant)
* Keep 1 line after layout declaration empty.
Handle these 2 kinds of script paths
* user script path: ~/.blender/scripts OR $BLENDER_USER_SCRIPTS
* pref script path: always bpy.context.user_preferences.filepaths.script_directory
now both are returned by bpy.utils.script_paths()
- Some of TODO notes were laying around but they in fact
were resolved a while ago, removed this notes form the code.
- De-duplicate input color space settings drawing in clip and
image spaces. Moved this stuff to a template which could also
be used in Python.
- Replace py-defined view transform settings panel with a
C-defined template as well. Use it in space panels and
image format settings.
- Remove display settings from color management settings
panels used by different spaces. Use window settings
instead.
This adds a user-defined input color space name for image and
movie clip data blocks. Support for this thing for other data
blocks is still a TODO.
Input color space is being used on loading file to convert
loaded image buffer from this space to scene linear space,
later this space is never used in a pipeline.
Color space name was wrapped into own structure like it's
done for display and view settings. This helps keep code
de-duplicated in RNA and it'll help when likely more options
are added into input color space settings (i.e. flag whether
image could be color managed or it's a non-color data).
This implied quite of internal refactoring:
- Made routines around threaded display buffer calculation
more general, so any kind of color transform could be
performed using the same technique.
- Added function to convert given float buffer from given
input color space to output color space. This is a public
function which could be used in such a things as compositor
node.
- Added function to convert ImBuf's content to scene linear
space. Currently used only for images and clips. Should be
added to any image/movie-related data blocks such as
sequencer strips, but that a bit more long-term plan.
- If input color space is set to NONE then no buffer transform
would be performed on image loading. It'll behave in the same
way as using scene linear as input space.
This adds color management controls to the sequencer space,
which are applying on the displaying image.
Currently used the same UI approach as was used for other
areas, but this would probably be cleaned up in the nearest
future.
This required a bit of hackish stuff to be done, Namely color
management for the sequencer requires one extra step in the
conversion chain to convert sRGB float buffer to linear space.
This was made by setting special flag in ImBuf. Later this
could be done using input color space for the ImBuf probably.