Age | Commit message (Collapse) | Author |
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misunderstanding)
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In case `BKE_mesh_calc_normals_split()` would fail, exporter would read
uninitialized random mem... Should not happen, but better be safe than sorry.
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correctly. Also triangulating during export did not work.
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We are handling a keyblock here, not a whole key(set). Names are alreay a bit confusing,
let's be consistent at least.
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compile with those enabled.
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ensure the id is always created correctly
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mingw.
also compiling without bullet needed a stub added.
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to export
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instead of deriving it from the mesh name
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missleading warning message)
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exported uv layers
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modifiers option
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BKE_object_relational_superset()
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attached to faces)
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Patch by Gaia Clary
This patch removes the index numbering from materials, which is not necessary.
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'apply Modifiers' was NOT selected
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spelling 'impliment' -> 'implement'
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Just needed a call to BKE_mesh_tessface_ensure when exporting geometries.
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Added name= parameter to geometry nodes in Collada export
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seems like it might be fixing the recent CDDM_copy corruption/leak bug
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by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
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http://markmail.org/message/fp7ozcywxum3ar7n
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stored as shorts intermally)
- converting nurbs to mesh was casting the material to unsigned char.
- subsurf was casting to char, then int -> short in a loop.
- have material functions take & return shorts.
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