Age | Commit message (Collapse) | Author |
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always)
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This will enable to search for procedural assets and filter heavy assets for EEVEE
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People who can validate are now recognized from profile info
In menu it's possible to put asset on hold besides validation
reupload of thumbnails doesn't put asset back to pre-validation state, only main file upload.
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Reduces complexity when setting objects' collections.
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Transferred the send_report function and class from my
Advanced UI Menus addon that I forgot to include when
I first separated the Collection Manager from it.
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only for now, not bones)
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The default is now zero.
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show the sticks of atoms as cylinders then
the cylinders should be individuel single objects. The user can still choose a fusion of the sticks to one object
in the options.
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form of cylinders, they were marked as
invisible after the change. This should only be done for the representative cylinder and cup object of those sticks,
which are in a dupliverts structure.
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Pivot Point Graphics Fix:
Prior to this commit, Pivot Point Graphics showed at inconsistent sizes in
rotated and orthographic views.
This commit now checks the status of the view and scales the graphics
accordingly.
PDT Design UI panel changes:
Attempt to group related input fields and buttons via boxes. Feedback
most welcome.
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Intersect Fix:
Changed priorities to give more weight to selection by Vertex than selection
by Edge. Selection by Edge without All/Active will now cause an error if first
vertex of edge is not closest to intersection. This can be overridden by either
setting All/Active, or by working in Vertex mode and ensuring vertex to be
extended is closest to the intersection, when doing both closest vertices is
not required.
Delta Move Fix:
Fixed minor error in Move by Delta operation, when in Object Mode,
Objects were both moved to same location.
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similar to the one of the PDB importer. This makes writing the manual more easy.
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fixed some minutes ago): "material.blend_method = 'ADD'" did not work. The line was replaced by "material.blend_method = 'OPAQUE'".
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anymore. We now use "material.blend_method = 'OPAQUE'"
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pre 2.8 property was still used. Now in the .pov. wrapper.
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The module was renamed from smoke to fluid.
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Add a separate rig aimed at transferring bones from the metarig
completely verbatim without the ORG prefix, and remove the hacky
copy_chain/super_copy option for renaming ORG to DEF. Share the
constraint retargeting feature between super_copy and raw_copy.
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add back specular buttons removed since 2.8
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used black on some files to dust up old formatting
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Fix bug with automatic window sizing based on the maximum number
of sub-levels present.
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Looks like a plain oversight in rBA53aec1ccff1b.
Maniphest Tasks: T72558
Differential Revision: https://developer.blender.org/D6448
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Hoping it will help the code to be less repulsive to new developers.
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Hoping it will help the code to be less repulsive to new developers.
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While it's an error case, the ascii detection caused
the missing file case to raise a full exception before running
code which handles this case more gracefully.
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Fix rto toggles not working after leaving Phantom Mode.
Fix rto history not being properly restored after leaving Phantom Mode.
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Fix by Jean First (robbott) in D6425
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This will likely be useful in the upcoming new face rigs.
Also fix a bug in the bones module.
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Basic IK support in fingers could be useful for easily
avoiding fingertips sliding when animating minor movement
between the hand and an object it is holding.
As there are 10 fingers, to limit the performance impact the
IK itself is implemented using just one extra control, one
constraint, and one driver. The parent switch adds one more
bone, constraint and driver.
This simple implementation requires applying IK as a correction
on top of the FK shape to share the FK controls for precisely
defining the shape, which means that stretch can't be implemented
without giving up on exact IK<->FK snapping. This also means
that unlike limbs this IK is not indended for independent use,
and must always be used as a local anti-slide fix on top of
primarily FK animation.
The parent switch is designed to work with the extra wrist
control and/or a held object pivot, demonstrating the tag
feature of SwitchParentBuilder.
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Thing here was that files could actually be loaded ('obj_image_load' has
smart code for this), but tokenizing the corresponding line afterwards
could still fail [would have part of a filename still in image_data
list].
Now also correct this 'image_data' list in case 'obj_image_load' found
images with filename spaces.
Maniphest Tasks: T72148
Differential Revision: https://developer.blender.org/D6358
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