When a sequencer has mixed use of 32 bits and float images (note, Scene
strip returns float image too), the old 32 bits image should be freed,
otherwise it keeps saving that image.
- It saves a file with indicated type on each change, with number
appended denoting the current frame (like ANIM saving).
- Output filename button supports relative paths ("//")
- Shows optional preview image too
- For now, added a print on each file save as feedback
To make this option work nicely, changed the BKE_makepicstring() function
to have less globals inside, so it is more generic. Todo: allow amount of
digits in filenames to be set (to support files like tmp_123456.jpg)
Preview render in 3d window: when window type changes (like 3d window to
UV window), and you change the window size, and restore to 3d view, the
rendered preview had to be re-initialized.
texture.c: a return was added without value.
- buffer overflow was possible with providing a file path argument longer
than 256 characters.
- buttons "VCol Light" and "VCol Paint" were not mutual exclusive
- quicktime error menu (unable to create) had a enter in end
- deleting points in CurveMapping button (like Curves node in compositor)
did not give proper recalc event
- edges render menu had a tooltip still mentioning the unified render
* Renamed Text3d.Font.New() to Text3d.Font.Load() since New was acring like load anyway.
* Text3d.Font.Get() was just calling Text3d.Font.New(),
made it get from a name or return a list of all fonts.
* implimenetd getsetattrs
* removed references to bones in the error messages
* added users variable
* renamed name to filename and added access to id.name
other are changes so calchandles_ipocurve only calc handels on a bezier line.
This makes bvh import faster but should also speed up internal IPO operations.
This material node takes an input value of any size and fits it to a sigmoid curve (value between 0 and 1) The width of the curve can set to make the sigmoid fall off faster (bigger number) or slower (smaller number) and the centerpoint (what value is mapped to 0.5) can be adjusted as well. Anyone smarter than me can feel free to tweak this and make it better.
Everyone else was using gzip. On the latest downloads many of them
are using bzip2, (I think everyone using scons)
So I decided to update make release so that everyone is using
gzip2. I don't mean to step on anyones toes, I know at least some of
the platform maintainers do not use make though so feel free to change
it back and or to something different for your platform.
While I was at it I also changed default path of OPENEXR to /usr on linux.
Was suggested on mailing list by Matt.
(I'm pretty sure the linux maintainer is using scons)
Kent
moment, but they can useful so rather than let them go to waste I've merged and
committed them.
* Camera Info
Input, just provides a view vector, view z depth, view distance
* Scalar Math
A bunch of various mathematical operations on values
* Vector Math
A bunch of various mathematical operations on vectors
- pending commit for OSX intel systems, with intel graphics. These now call
an extra swapbuffers after glFlush(). Code is ifdeffed, and doesnt affect
other systems.
- show-off commit: option to have transparent nodes over the composite
result. Only draws Image for active Viewer Node now, and image doesnt
translate nor zoom (which isnt bad though).
Set in themes the alpha color of "node backdrop" to make nodes
transparent.
- ImagePaint now uses ImBuf directly, and the rect blending functions
were moved into the imbuf module.
- The brush spacing, timing and sampling was abstracted into brush.c, for
later reuse in other paint modes.
Float ImagePaint support.
Textured Brushes:
- Only the first texture channel is used now.
- Options for size and offset should be added, but need to find some space
in the panel, or add a second one ..
* Combine RGBA
Basically the opposite of separate RGBA, brings 4 value channels into a single
RGBA image). Has interesting possibilities for reordering channels, when used
with separate RGBA!
* Dilate/Erode
Originally written by Brecht van Lommel, with some minor modifications and
tweaking by myself. Positive distances dilate, negative distances erode.
* I also added the 'value' field to the hue/saturation node. Minimal extra cost,
and can be handy.
- Code for brush spacing and timing was rewritten, making spacing more even.
Example: http://users.pandora.be/blendix/brush_spacing.jpg
- Instead of Stepsize for regular brushes and Flow for airbrushes, there is
now Spacing for both, and Rate for airbrushes.
- Airbrush now works more like it does in the Gimp now, by maintaining the
spacing even if the brush moves faster than the painting rate.
- Some preparations to make brushes work in texture paint mode.
vec.normalized()
mat.inverted()
mat.transposed()
made vec/float possible
normalize/invert/transpose now return None because they modify the data in place.
use the ...(ed) versions to return a modified copy.
Fixed Memory leaks from not decreffing PyFloat_AS_DOUBLE from these python functions...
(found when testing above functions)
ob.rbMass
ob.rbRadius
matrix.determinant()
quat*float
vec*float
matrix.transpose()
EXPP_setModuleConstant
Checked all instances of PyFloat_AS_DOUBLE so I dont think there are any mroe leaks there.
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
Multiplication of 3D vectors by 4x4 matrices converts the vector to 4D but
did not make the vector homogenous. Fixing that so the translation part of
the matrix will also be applied.