Age | Commit message (Collapse) | Author |
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Original patch by D1582 by @lichtwerk
Also added 'use_selection' option, matching other exporters.
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We assume a full Python is available now
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This is handy for debugging, not general use.
so only do this when DEBUG is set.
Also use a custom property instead of registering RNA.
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Feature: rudimentary support for Text nodes (no styling, only font size)
Feature: line number of the node reported as a custom property
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vertices/faces from a mesh, so assumptions about mesh size might be off after validation.
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wrong modes)
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added: layers = BoolVectorProperty
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T39664
Thanks Joshua Leung (aligorith)
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It supports:
- all geometry nodes from Rendering
- all geometry nodes from Geometry3D
- ImageTexture (including primitives)
- TextureTransform (needs careful testing)
- all lamp nodes from Lighting
- Viewpoint
I've been going by the standard as outlined here:
http://www.web3d.org/documents/specifications/19775-1/V3.3/index.html
When not sure, I'd compare to a reference implementation, X3DOM ( http://www.x3dom.org/ ).
The UI was left intact from the existing implementation.
Reviewed by campbellbarton and mont29
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material nodes system
when enabling "Use Alpha", for Cycles.
- Removed two options from Cycles Materal settings during import
("Diffuse & Transparent", "Emission & Transparent").
- Nodetree creation stays the same, but transparent BSDF (along the other needed nodes)
is now added when Import Option "Use Alpha" is checked.
Reviewers: testscreenings, mont29
Reviewed By: mont29
Projects: #addons
Differential Revision: https://developer.blender.org/D1437
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custom fps value...
Patch by Julian (joolsa).
Differential Revision: https://developer.blender.org/D1551
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This commit adds IO support for:
* -o (offset texture)
* -s (scale texture)
* -bm (bump multiplier, used a normal factor)
Note that it also fixes T46459.
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duplis...
To be backported, should we need an 'a' release.
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importing.
There is now an option to force reloading existing images.
But main bug was elsewhere - that addon would always create new image datablocks, and yet
use same (already existing) texture afterwards, that was rather bad, fixed using new
'check_existing' option of load_image helper just added to master.
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messages part)."
This reverts commit e1d8c70bbb5776041383335f986b28b33d18f8ff.
Prefer not to have speculative fixes.
The intention here is not to use the context at all,
even if doing so fixes the crash -
it may then fail silently by mixing data from different contexts,
causing further complications which are much harder to debug.
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Cannot reproduce the crash, let's see whether those missing context stuff fix it as well...
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Adding new custom shape parameters to copy atributes addon
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we add real support for that in BMesh.
For now, only contains an op to flip custom normals (together with other normals).
Related to T46115.
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Can be handy sometimes, especialy with files which should not be animated and yet contain animdata...
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Render->Bake, with Cycles engine
Take Two. Not really happy with our current baking API tbh, there are many things that look messy
(even inside Blender code, how can a func named 'ED_object_get_active_image' can be reserved to new shading system???),
but this should do it for now. Just avoid too much exotic node systems with Cycles and this addon,
and/or clearly select/activate the image tex node containing the picture you want to use as target.
Based on a patch by Edward Gabriel Rowlett-Barbu (Zadirion), many thanks.
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Fixes T38241
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Render->Bake, with Cycles engine.
That addon was BC I think, but see no reason not to enable it for Cycles as well.
Patch by meta-androcto, thanks.
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More a TODO than a bug actually, handling of skeys based on other skey was simply not implemented so far.
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This revision aims to simplify assets and platforms listing by integrating their boolean on the same label line as their name.
Reviewers: Severin, #game_engine, moguri
Reviewed By: Severin, #game_engine, moguri
Subscribers: Severin, Genome36
Projects: #game_engine
Differential Revision: https://developer.blender.org/D741
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Changed the way files get opened to a "with open() as file" statement. Makes for a easier to understand code as the file data manipulations are nested in that same statement.
Reviewers: moguri
Reviewed By: moguri
Subscribers: Genome36
Projects: #game_engine, #addons
Differential Revision: https://developer.blender.org/D1455
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This was due to the fact that we generate temp meshes when applying modifiers -
but in dupliobject instances cases, this can be avoided.
Also cleaned up a bit mesh data area, and fixed wrong template user number in this case.
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Grrrr, could have sweared I had done that since ages...
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This revision fixes a bug with the lib folder creation. As Moguri stated in his add-on wiki, when downloading blender packages for different operating systems, you unpack them in the lib folder (assuming the folder was already created) and press the auto add platform button. Only problem is that when auto-downloading the packages from http://download.blender.org/release/ with the add-on, the lib folder is not created automatically for a new user.
Reviewers: #game_engine, moguri
Subscribers: Genome36
Projects: #game_engine, #addons
Differential Revision: https://developer.blender.org/D723
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This file actually showed several issues:
*Not always using safe 'get_bind_matrix'
*Not protecting against zero-length bones in the force-connect area
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not directly supported by FBX format.
This allows some thrid party app to have someting to parse if needed.
Quite obviously, this only applies to exporter.
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ke/map_ke are not official .mtl specs, but seem to be rather common extension.
map_ke was added three years ago to exporter only, this commit finishes the work
by adding ke/map_ke to importer, and ke to exporter.
NOTES:
* mtl ke is a color, while in Blender emit is only a factor, using diffuse color.
this implies there is some loss of data during import here.
* I do not have the slightest idea about the range for ke values, so for now assuming
a direct matching of Blender's emit value.
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Looks like we need an explicit Scene.update() call here...
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Object.is_duplicator, much cleaner solution).
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