Age | Commit message (Collapse) | Author |
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Harmless but larger values would overflow
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The game.velocity_{min,max} and game.angular_velocity_{min,max} object
RNA properties did not use a subtype, and thus velocity was always
displayed as radians or blender units instead of the configured units.
Reviewed by: campbellbarton
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Have reconsidered and feel it best to try matching previous behavior
(doing "loop slides" where possible) as default. This will avoid the
need to change regression tests, among other things.
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Current behavior of bevel is to 'loop slide' along unbeveled edges
when possible, but this produces uneven bevel widths sometimes,
so this option lets user choose between having the loop slide effect
or having more even bevel widths. Trying it out with default being
'no loop slide', so different from current behavior. May reverse this
choice later, depending on user reactions.
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(objects', vertices', etc.).
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Having different terminology for enum's is confusing for scripters.
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This patch add a new option for transparency meshes : Alpha to coverage, in the game setting panel in material.
The alpha to coverage request a multisample, the best is 8x but 4x and 2x can also give nice render.
4x alpha clip : http://www.pasteall.org/pic/show.php?id=89464
4x alpha to coverage : http://www.pasteall.org/pic/show.php?id=89463
Reviewers: moguri, kupoman, campbellbarton, psy-fi
Reviewed By: psy-fi
Subscribers: lordloki, rdb
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1354
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We already had that for global keymaps (used e.g. to generate shortcuts for menu entries),
but this wasn’t possible for modal keymaps yet (e.g. help message in header during
transforms and other modal operation).
This commit only adds needing background code, it does not change anything from user PoV.
Modal operators will be updated to use it in comming weeks.
Thanks to Campbell for revisions & suggestions. :)
Differential Revision: https://developer.blender.org/D780
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even panoramic)
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Is pretty much what it says :)
Easy subtitles for everyone!
Supports size, positioning,
a cheap shadow effect (probably will need more work),
and autocentering on x axis.
Now you can go wild with long spanish names
in your soap opera videos.
Will probably be refined as days go by,
but at least it's now ready for testing.
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Excuse the trashing here, but seems users prefer this most (though both can be useful).
Note that the UI remains the same,
so this is an option for 'Incremental' snapping instead of a new snapping mode.
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Add option to render strip metadata to final result, bypassing current
scene metadata.
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D1344 with edits
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This ensures that vertices are grid-aligned while transforming,
instead of just snapping the input values for translate.
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Parallel rendering was not working.
The idea of having parallel convergence mode to render as parallel but
visualize as off-axis was good, but it was leading to some complications
in the code.
I think it's more clear to the user if parallel looks and render as
parallel, and if she wants to pre-visualize the converged planes, simply
temporarily set the camera to off-axis.
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Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.
Reviewed by: campbellbarton, panzergame, ton
Differential Revision: https://developer.blender.org/D1365
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This really should have been finalized as a design task first,
there are too many open topics on how it should work.
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D910 by @donfabio with edits
New icon for menu is still TODO
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This is required in order to access image sequence frame_duration and
frame_offset among other settings.
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PARCURVE is deprecated parting type, should never have been exposed to user!
Not a regression, but safe enough for final 2.75 imho.
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Conflicts:
source/blender/blenkernel/BKE_blender.h
source/blender/editors/interface/resources.c
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Alternate solution for T44855
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Array length is set to 0 in that case, so filling in first element is
likely to cause memory corruptions.
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This patch exposes smoke simulation velocities in the Python API,
similar to how density and flame grids are exposed.
This is useful to export velocities to an external renderer using Python.
Reviewers: campbellbarton, sergey
Reviewed By: sergey
Subscribers: sergey
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1366
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Useful for scaling all UV islands
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affects
OpenGL (viewport), and not render engines.
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they are supported
aka, remove multiview properties from the texture panel, the textures
node (image), and any other parts.
The multiview options are now to be explicitly set in the image template
in order to have them available in the respective panel
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ray intersection
TODO: We might want to refactor debug passes into PASS_DEBUG and some
debug_type (similar to Blender's side passes) to avoid issue of running
out of bits.
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We need to fix up animation data.
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This way it is now possible to select which exact debug pass is to be used
by the render engine. Accessible from the Passes panel.
Currently it could only be one debug pass, in the future we can make menus
and image users smarter and support multiple passes of the same type.
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Quite straightforward implementation, but still needs some work for the split
kernel. Includes both regular and split kernel implementation for that.
The pass is not exposed to the interface yet because it's currently not really
easy to have same pass listed in the menu multiple times.
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D1336 by @lichtwerk
Also remove verbose description, UI docs can explain use-case in more detail.
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Adds an "Interface Style" menu containing the items "Flat" (default) and
"Classic". The classic option basically brings back widget outlines,
emboss, shading and old checkbox design.
Open design question:
Currently widget outlines, emboss and shading is hardcoded disabled for
the "Flat" option. Meaning that tweaks to their theme options don't have
any effect. I think it should be fine to just disable the theme buttons
for this, but I'm all ears for better approaches.
Requested by @campbellbarton and @ton
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Python had no ability to remove shape keys
Original D1169 from @lichtwerk, with edits
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This is only supported for mesh objects so far.
Also, abort in case there are no faces in dm (instead of crashing on NULL BVH tree...).
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Can be useful to apply more extreme weighting
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