July 3, 2013, 19:21 (GMT) |
Fix doing too many invalidations of brush image cache. Having separate flags for mask/image helps here. |
July 2, 2013, 21:56 (GMT) |
Fix issue reported on blenderartists: 2d painting does not respect the brush strength when masking is off. I hope behaviour will at last be consistent in every case now. |
July 2, 2013, 01:01 (GMT) |
Add missing notification event for colour flipping |
June 30, 2013, 11:07 (GMT) |
Fix sample color operator sampling brush colour. Temporarily turn brush display off while the operator is running. |
June 30, 2013, 09:55 (GMT) |
Optimizations for image paint undo stack for drag dot/anchored strokes * Skip copy of undo tile to temorary buffer when restoring. Gives a nice speedup. * When we restore the image from undo tiles, make tiles invalid. On undo push end, invalid tiles get deleted. This solves saving too many tiles in the case where user could happilly drag the dot all around the image. |
June 29, 2013, 12:13 (GMT) |
Refactor: * Draw pressure is handled in stroke level. * Anchored brush drawing is correctly handled outside sculpt mode too. |
June 29, 2013, 11:08 (GMT) |
Drag dot strokes for image painting. This was mostly working with undo code. There is a tradeoff between doing undo traversal for images vs undo initialiatio time: The more area the user paints on, the more undo tiles are added to the system. That makes restoring of the image slower after each step. A way to optimize this is to completely delete the undo tiles after each step. This also will make the undo steps use less memory. However given that for a realistic, non-user-testing use case, the dabs will be localized, better optimize the initialization case. In projective texturing, which is the most performance hungry, indeed this helps with performance, provided the use case is sane. I left the clearing code ifdefed out just in case. Also exposed anchored stroke options. They work with texture coordinates well but not with paint brush size yet. |
June 28, 2013, 23:58 (GMT) |
Merge trunk -r57861 into soc-2013-paint |
June 28, 2013, 23:49 (GMT) |
Sampling for image painting: Modify the algorithm so that in 3d viewport, it first attempts to sample the color from the texture assigned to the picked face, if any. This solves the issue of getting a darker colour than the one requested, usually due to viewport shading. |
June 26, 2013, 18:26 (GMT) |
Necromancy exercice no #$%^&@!**#$>:3. Resurrect feature from old GSOC onion branch that applies gravity after each dab in sculpt mode. I am not very fond of the result, it will need artist feedback and testing. |
June 26, 2013, 15:19 (GMT) |
merge with trunk -r 57777 |
June 24, 2013, 22:41 (GMT) |
Fix 2d masking for pressure masking, also change pressure cutoff so that high luminance areas show up first when pressure increases. |
June 24, 2013, 20:14 (GMT) |
Better exposing of accumulation option according to brush settings. |
June 24, 2013, 19:46 (GMT) |
Change masking of 2d painting to be similar to 3d masking. This fixes inconsistent behaviour where opacity masking is done using only the curve and alpha offset when view mask mapping is used in 2d painting. The key notion here is that masking converges to the maximum value, which should be texmask*brush_alpha here. This happens already for projective texturing. Unfortunately this requires an extra allocation of a maximum mask value imbuf during a stroke which introduces some performance regression when using mask inages. This first version of the fix does not yet introduce partial update of this maximum mask buffer like we do for colour image buffers, and even though this bug exists in trunk as well, I decided to only commit in this branch because it is not too obvious and because there is some performance regression when using mask brushes. Also, this commit may break pressure masking because I don't have a tablet right now to test. Don't panic if this breaks it, I will fix it when I get my hands on it again. However if this is not the case, this commit should also fix the 2d behaviour of ramp style pressure masking. |
June 24, 2013, 13:38 (GMT) |
Merge trunk -r57697 into soc-2013-paint |
June 24, 2013, 13:38 (GMT) |
Merge trunk -r 57692 into soc-2013-paint |
June 21, 2013, 22:56 (GMT) |
Yet another fix for mask pressure: Tiled colour texture could activate partial update, make sure to test separately for mask pressure options and always disable if they are active. |
June 21, 2013, 17:04 (GMT) |
Yet another small fix for 2d painting with mask pressure: Make sure the brush texture is recreated always in that case (possibly should check the actual brush pressure but it will make little difference). |
June 21, 2013, 17:04 (GMT) |
Applying patch by Fredrik Hansson: Extra blend modes. Actually should be called the blend mode imperialism commit, this commit adds no more no less about 15 new blend modes. The catch is that the float versions will probably have to work in display colour spaces, but seeing how the rest of the blending code is I think this can go in right now. Thanks to Fredrik for the original patch and to Campbell for writing uncrustify. A solid weapon in the war against the non-blender-style- To painters out there: Test this extensively! |
June 21, 2013, 14:26 (GMT) |
Fix blenderplayer link issue |
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