Age | Commit message (Collapse) | Author |
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some other minor corrections.
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not too slow, but now we do a dependency graph tag also for these in addition
to regular ID properties, not sure how to get around it.
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Enabled by default and also enabled for older filesm so
there should be no regressions.
In some cases it's useful to not use subdivided uvs for multires.
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this option is useful for all non-grid snapping modes (when in editmode) so make available in those cases too.
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values for arrays.
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to find the ID of a menu which become annoying if you wanted to reference it from a script.
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This commit fixes very noticeable seams caused by margins
calculated incorrectly. This commit changes way margin is
calculated in and makes textures really seamless.
Also margin limited to 32 isn't good now -- artists are baking
really large textures nowadays so margin is now limited to 64px.
Thank you, Morten!
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options since we keep getting reports about this.
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Generated images would not be re-generated with a float buffer on load, even when selected on creation.
Now save the float buffer setting as a generated image flag.
This means you can enable before baking to enable baking to a float buffer.
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optional max_dist argument.
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still need to find how an invalid defgroup index is set, but at least dont show the vertex group as selected when its not.
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from Andrew Hale (trumanblending)
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remove missing includes and use more strict formatting.
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can be set via Python.
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Softbody was still using a flag to determine if it should use the final or
deform derivedmesh, but this wans't exposed in the UI. Others systems use the
collision modifier, now softbody uses it also to get vertices and faces, but
with own collision code.
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this uses the same function as pose mode snapping.
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A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.
In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal
With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.
In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface
On the properties-space the next changes will be done
Scene⇒Render layer⇒Passes⇒Material index will be added
Material⇒Options⇒Pass index will be added
DNA
Material struct will get an new field called “index”. this will be a short-type.
Material struct the field pad will be removed.
A new Render-layer pass will be added (bit 1«18)
RNA
Material RNA is updated (based on “pass index” from object)
Render layer RNA is updated (based on IndexOB)
Blender internal renderer
The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor
The render layer input will get a new output socket called “IndexMA”
Usage
An example on how to use material index can be found at:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend
This is also example of a commit message longer than the commit itself :)
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Original patch by Jan Diederich, adapted by Pelle Johnsen. Review assistance by Daniel Tavares.
This patch adds an option to export only the selection.
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only really happens when running python scripts on startup.
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works the same as for operators. Also includes some refactoring of render error
reporting code to use ReportList.
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option was lazy and doesn't make much sense.
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found by accident while studying how to append materials from python ;)
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Usage currently is limited to:
- Panel text, widget text and label text style:
point size, shadow effects
Setting individual fonts to these is not possible yet, it uses the
default for it.
Access goes via outliner now; check "User Preferences". UI team could
add this in userpref scripts :)
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for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards.
In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
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also fix for invalid rage for FILE_OT_filenum.
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The rna set function clamps to the property range however properties with range functions were ignored when set by python or the animation system.
Now call the range function for ints and floats when setting.
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access.
build blenderplayer by default on linux with scons.
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regarding issues in the report
1) fixed in previous commit.
2) intentional leaving as is.
3) left 'handle size' as is IMHO acceptably general, edited 'hotshop' tooltip/
4) corrected default values.
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Excuse the thrashing, this is from r35438, reverted r35444 under the _wrong_ impression Martin considered unacceptable.
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the soft limits for array buttons not take into account the min/max of all array elements
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This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering
One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
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* Increase "Ortho_scale" maximum from 1k to 4k, Request by francoisgfx.
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##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"
The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).
This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########
epydocs (rst) updated too
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Using texture properties, the material nodes now re-render previews too.
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a) Enable the possibility to remove the "air bubble" around submerged collision object. This feature is enabled as standard for new files. The code was found in elbeem by nudelZ, coded and provided by Nils Thürey (thanks!)
b) Old baked files gets deleted if a new bake gets started (were overwritten before and resulted in weird old bake + new bake mixture) (idea by nudelZ)
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