June 21, 2013, 12:57 (GMT) |
Yet another painter oriented commit: Add explicit way to deactivate masking if user wants to based on artist feedback. This allows to accumulate dabs on top of each other even in space or dab stroke mode. The checkbox is located under the imagepaint colour settings and is called "accumulate" |
June 21, 2013, 11:58 (GMT) |
Fix 2D painting masking for pressure masking. I need to understand better the new 2d paint code but luckilly the fix is simple! |
June 21, 2013, 10:35 (GMT) |
Fix masks not working well with recent mask pressure cutoff feature in projection painting (2d case coming next). Also revert 56986, it seems to not be necessary anymore? At least bug #35426 seems to be working without it now. I hope this won't backfire |
June 21, 2013, 10:35 (GMT) |
Fix mask pressure masking issue in projection painting |
June 21, 2013, 08:53 (GMT) |
Merge trunk -r57626 into soc-2013-paint |
June 20, 2013, 22:06 (GMT) |
Add first version of pressure influence for mask textures based on feedback from David Revoy: http://www.davidrevoy.com/article107/textured-brush-in-floss-digital- There are two methods, cutoff and ramp. Cutoff simply selects between 0 and 1 based on stylus pressure while ramp distributes the mask effect above the pressure value. Too many words, here is a screenshot with the effect: http://www.pasteall.org/pic/show.php?id=53865 From top to bottom: * Strength pressure influence ON: - No mask influence - Cutoff mask influence - Ramp mask influence * Strength pressure influence OFF: - No mask influence - Cutoff mask influence - Ramp mask influence The brush masking is still in need of attention because it behaves erratically, still it's nice for an zero.alpha commit ;) |
June 20, 2013, 15:30 (GMT) |
Expose drag dot mode UI for texpaint (still not functional) |
June 20, 2013, 15:30 (GMT) |
Minor changes: * Default mtex uses UV mapping. * Default tex uses image type. |
June 19, 2013, 17:10 (GMT) |
Expose material viewport mode for blender internal. This -should- be exactly equivalent to GLSL mode on + textured view. I left the GLSL flag inside so game engine devs can decide how to handle the flag. |
June 19, 2013, 08:46 (GMT) |
Merge branch trunk -r57567 into soc-2013-paint |
June 18, 2013, 16:13 (GMT) |
Secondary color support in the paint editors, and associated operators: * X key swaps secondary and primary colour * Ctrl-lclick painting uses the secondary colour * Shift-S samples colour for the secondary colour This can obviously be used for background/foreground palettes it will obviously be used for gradient effects later on. |
June 18, 2013, 11:50 (GMT) |
merge with trunk version 57545 |
June 12, 2013, 04:02 (GMT) |
gsoc 2013 branch soc-2013-paint |
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