Age | Commit message (Collapse) | Author |
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There was an extra vertex in one lower corner of the door. Some minor
tweaks in vertices too.
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General Pep8 cleanup
Removed unused variables and imports
Removed a panel from add_empty_as_parent
Standardized the property definitions
across all the scripts
Moved scene props from third_domes_panel_271
to init for proper removal
Added a Enum prop for mesh type in teapot
Fixed a small issue with Geodesic domes self.reports
(problem with value fields message spam)
Fixed props names in Geodesic domes
Consistent tooltips
Reorganized menus:
Mechanical Menu including Pipe joints, Mesh gear
Added separators
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Just use `object_utils.object_data_add()` as everyone else...
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Wireframes rendered over the solid mesh object in UV layout export would still have some transparency,
probably due to transparency sampling errors when solid object with transparency
would be rendered behind a wire object without transparency enabled.
Enabling transparency on the wire object but leaving it at the default alpha of 1 fixes this,
forcing better transparency sampling. Simple issue of changing render settings,
as UV layouts are actually rendered with Blender Internal.
Differential Revision: https://developer.blender.org/D2414
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Prevent multiple removal by using the class.__dict__
check
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rid of the global variables
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A single char is nearly never a string or byte, but rather a small int
or bitflag value. ;)
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Add the word "MeasureIt" to panels header in order to make them easier
to find in UI
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Replace the removed X_VEC and EDIT_VEC vector icons
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Operators crashed when called from the Search Menu
Wrap the bpy.ops calls in vfeOrigin into a try except
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Do not store export scaling, this is internal runtime data specific to
exporter, it’s applied already in objetcs' matrices, and has nothing to
do with actual FBX global scaling.
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Note the previous code to compute the number of GPU devices was wrong,
the number after MULTI_* did not indicate the number of devices.
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Some newline backslashes got stripped
Simplify UseBrushesLists return
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Pep8 cleanup
Remove unused variables and imports
Print3DCleanThin was registered even though it was just a stub
It would crash when called from the search menu
(TODO was not commented out)
Added an info message about multiple object selection - only the active
object is checked
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Add Viewport Visibility toggle for the active object
(fixes the toggle not doing anything if there is no selection)
Rephrase Visibility messages
Clean up the cmd/ terminal failure message
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Note that FBX still links materials to geometry, so we have to export
own version of mesh in that case (i.e. Object-materials break instancing
if any).
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This reverts rBAc553d7c0eb002a02e7, not actually sure why this change in
precision of actually written value was done.
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The UI code assumed the existence of an active lineset. Turns out that
the final lineset can be removed (unlike render layers, where there is
always at least one).
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Looks like only change here was that binary switch from uint32 to uint64
for some core metadata of the format. At leas, could import some 7500
files here with that mere change.
Thanks again @xchip (Raul Aguaviva) for finding the culprit in T49822!
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Based on patch from T49822, thanks a bunch for investigation.
Change is actually pretty limited - 7500 now uses some uint64 instead of
uint32 integers as some root element info (like size etc.), and
accordingly raised the 'stop nested data' marker from 13 to 25 NULL
bytes.
Next step: check if we can make actual importer load FBX2016 files that
simply!
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Also rename Direct Booleans to Auto Booleans for consistency across the add-on.
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In some situations the program creates materials for Cycles when the BI
render was selected.
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operators did not have the "pole" property and snap functions did not address the "basic" and "pitchipoy" cases separately.
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This is quite weak solution and not happy with it, but should cover
most of the use-cases.
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the they share the same location. This was a good a idea but it was not implemented completely. Now it is: faces with overlapping verts get imported as edges if the remaining geometry has only 2 verts. This allows the user to easily select all edges if extraction is needed to make it visible in a rendering. (e.g. select one edge and then choose Select > Select Similar > Amount of connecting edges).
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https://blenderartists.org/forum/showthread.php?265750-TextureAtlas-create-LightMaps-ShadowMaps-for-entire-scene&p=3106516&viewfull=1#post3106516
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