mirror of https://github.com/GNOME/gimp.git
Michael Natterer <mitch@gimp.org>
2007-10-24 Sven Neumann <sven@gimp.org> Michael Natterer <mitch@gimp.org> * Made 2.4.0 release. svn path=/trunk/; revision=23929
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@ -1,3 +1,8 @@
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2007-10-24 Sven Neumann <sven@gimp.org>
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Michael Natterer <mitch@gimp.org>
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* Made 2.4.0 release.
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2007-10-23 Michael Natterer <mitch@gimp.org>
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* app/core/gimpdrawable-combine.c: move variable to local scope.
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@ -17,7 +17,7 @@ m4_define([gimp_binary_age],
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[m4_eval(100 * gimp_minor_version + gimp_micro_version)])
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# For overriding the version string. Comment out if not needed.
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m4_define([gimp_version], [2.4.0-rc3])
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# m4_define([gimp_version], [2.4.0])
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# This is the X.Y used in -lgimp-X.Y
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m4_define([gimp_api_version], [2.0])
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@ -315,6 +315,8 @@ system colors allocated for GIMP. This is an integer value.
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(display-profile-from-gdk yes)
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(display-rendering-intent perceptual)
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(simulation-rendering-intent perceptual)
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(simulation-gamut-check no)
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(out-of-gamut-color (color-rgb 0.501961 0.501961 0.501961))
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(display-module "CdisplayLcms"))
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Defines the color management behavior. This is a parameter list.
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@ -621,6 +623,12 @@ undrawn, try to set this to white. The color is specified in the form
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(color-rgb red green blue) with channel values as floats in the range of 0.0
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to 1.0.
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.TP
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(zoom-quality high)
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There's a tradeoff between speed and quality of the zoomed-out display.
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Possible values are low and high.
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.TP
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(default-threshold 15)
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@ -254,6 +254,8 @@
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# (display-profile-from-gdk yes)
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# (display-rendering-intent perceptual)
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# (simulation-rendering-intent perceptual)
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# (simulation-gamut-check no)
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# (out-of-gamut-color (color-rgb 0.501961 0.501961 0.501961))
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# (display-module "CdisplayLcms"))
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# How to handle embedded color profiles when opening a file. Possible values
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@ -479,6 +481,11 @@
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#
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# (xor-color (color-rgb 0.501961 1.000000 0.501961))
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# There's a tradeoff between speed and quality of the zoomed-out display.
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# Possible values are low and high.
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#
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# (zoom-quality high)
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# Tools such as fuzzy-select and bucket fill find regions based on a
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# seed-fill algorithm. The seed fill starts at the initially selected pixel
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# and progresses in all directions until the difference of pixel intensity
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