Age | Commit message (Collapse) | Author |
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Added Features
* Copy/Paste UV Island
Updated Features
* Pack UV
* Add options "Accurate Island Copy", "Stride", "Apply Pack UV"
Other Updates
* Add 'develop' branch to the update target of updater
* Make documents official
* Fix bugs
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Differential Revision: https://developer.blender.org/D14668
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Some recent change in the event system cause the `event.value` to be `'NOTHING'` when `event.type` is `'MOUSEMOVE'`.
Checking the `event.value` is not really necessary here.
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change the icons for adding and removing Rigify bone groups. Reviewed By: Aaron Carlisle, Differential Revision: http://developer.blender.org/D11352
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Add a preference to enable/disable the QCD 3D Viewport header widget.
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Better match between monitors with different DPI.
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Make sure you always check for state change.
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A while ago shaders started to use uniform buffers to set clip planes.
The python codes also need to be updated.
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This reverts commit 4e932c56792b332ef645131ad7b72a932e626c92.
Was accidentally pushed before D14497.
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- Brushes menu: print terminal warning and use fallback icon
if tool/mode isn't supported yet.
- Add icons for new sculpt mode tools to brushes menu.
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from all applicable modes.
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Rename "old-style pose library" to "legacy pose library" for consistency
with other code, and add pose library conversion operator for use in the
"Pose Library (Legacy)" Armature properties panel.
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The `VIEW3D_MT_pose_library` has been removed from Blender in
rBa824c076b7b2.
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This change adds options to FBX Export intended to mirror existing
options available in GLTF export, namely:
Include > Limit To > Visible Objects.
The GLTF options were discussed and agreed on in this discussion:
https://github.com/KhronosGroup/glTF-Blender-IO/issues/1139
And implemented in this change:
https://github.com/KhronosGroup/glTF-Blender-IO/pull/1361/commits/f39e14c1ba1310576614eed919e08950f68793fb
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D14539
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This can lead to wrong animation in some case.
Better to have good animation by default, even if bigger
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While it still has known issues/bugs/limitations. Also related: D14512.
Differential: D14513
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Update the themes to the recent changes made to the node editor's dot
grid background:
1. Make sure themes aren't using a "Grid Levels" value of greater than 3
2. A lot of themes weren't updated to the dot grid at all, yet, and
still used only 2 "Grid Levels" leading to the old dot grid being hardly
visible. Those are changed to 3 "Grid Levels", as well, which most
closely matches the visual density of the old line grid.
3. Additionally the "Grid" colour of the "Deep Grey" theme is darkened
a bit to account for the dot grid being colored differently than the old
line grid, which lead to the dot grid being invisible.
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When scene contains only 1 armature, it will export all actions, not only active + NLA
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Better management of case of multiple object with each multiple actions
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When importing a .x3d file containing an empty IndexedFaceSet, like this for example:
```
Shape {
geometry IndexedFaceSet {
coord Coordinate {
point [
]
}
coordIndex [
]
}
}
```
`import_x3d.py` throws an exception, because `x_min`, `x_max`, ... are not initialized/still set to `None`.
This fixes the issue by initializing the mentioned variables to `inf`/`-inf` respectively and also further simplifies the code by utlizing the `min` and `max` builtins.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D14470
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I noticed the FBX export was missing a triangulation option seen in other software and other Blender exporters such as .obj.
This feature is rather useful for example for ensuring consistent normal map baking in third party software, where tangent space gets easily messed up with tools using mikktspace that depends on triangulation choices.
This patch adds a "Triangulate Faces" option in the export options similarly to what the Wavefront OBJ exporter has. Diff-wise it's rather simple by reusing the temporary mesh creation from "Apply Modifiers".
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D14352
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Added an option to allow the user to export STLs
using an arbitrary (custom) coordinate-space.
This is not exposed in the UI and is intended for script authors
exporting content.
Ref D11517
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Creates a new camera and "Custom Object"-type landmark from the VR
headset pose.
In contrast to the existing "Landmark from Session" operator that only
saves the headset rotation around the global z-axis, this preserves the
exact rotation of the headset by assigning it to the newly-created
camera (although the landmark itself still only inherits the z-rotation
component).
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da9a50a46ed3e293146428a87a275a947a54b9fe reverted these changes.
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14312
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14313
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New button in menu to flip view horizontally within camera by inverting x-scale
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Due to API change, timeline scrub snapping crashed when setting scene frame
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node tree
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This is now more than a year old. Removing the back compatibility. Use can of course set again the value in UI at export
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This allows user to use no indent in json, for example
Here is an example of hook:
```
def gather_gltf_encoded_hook(self, gltf_format, sort_order, export_settings):
gltf_format.indent = None
gltf_format.separators = (',', ':')
```
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