Age | Commit message (Collapse) | Author |
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Note: the custom UV option is only available when calling the operator
via a script. It's currently not exposed in the UI since it's intended
to be used by scripters
To test it:
bpy.ops.object.bake(type='UV', use_clear=True, uv_layer='MyNewUV')
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D546
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When converting text to value, units' "value" had only 6 digits of precision,
leading to annoying loss of precision esp. when mixing big and small units
(like e.g. miles and inches).
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Exposes all supported unit systems & types, and to_value()/to_string() functions.
Reviewed and enhanced by CampbellBarton, many thanks!
Differential Revision: https://developer.blender.org/D416
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This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor.
The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property
Also, I have attached a screenshot and a blend to check.
Reviewers: dfelinto, moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D476
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When autosnap mode was nearest frame or nearest marker, this was incorrectly
converting the units to seconds, making this display unusable for anything.
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on them too
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also don't call glBlendFunc for hidden objects.
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Amount Type settings automaticly.
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This revision extends the Freestyle Python API to make for style module writing
easier.
- freestyle.types.Stroke: A proper support for reversed() is implemented. It
works the same with other Python sequence objects (returns an iterator starting
from the end). This is in effect equivalent to Stroke.stroke_vertices_end().
- freestyle.types.StrokeVertexIterator: An incremented, decremented and reversed
method are added. The first two methods return a new StrokeVertexIterator
object that has been incremented and decremented, respectively. The reversed
method returns a new StrokeVertexIterator object that will traverse stroke
vertices in the opposite direction.
- freestyle.types.Interface0DIterator: Its constructor now accepts a Stroke
object to create an Interface0DIterator that traverses stroke vertices. This is
in effect equivalent to Stroke.vertices_begin(). The new API makes stroke
shaders involving function calls much simpler as illustrated below:
# in the old API
it = stroke.stroke_vertices_begin()
for vert in it:
result = somefunc(Interface0DIterator(it))
# in the new API
it = Interface0DIterator(stroke)
for vert in it:
result = somefunc(it)
Differential Revision: https://developer.blender.org/D545
Reviewers: kjym3
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If the side of a beveled edge hit another vertex, the offset
amount reset to zero. This was the result of commit rB1582dd5e4d7c
which clamped the amount to zero to avoid creating spikes with
obtuse angles. Now we clamp the amount to the closest end of
the edge to where the amount wants to be.
Also fixes the first part of T40365.
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also correct some bad casts
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This is needed for popups to chance state once activated,
currently it makes use of operators `check` callback, after values are modified,
as the file selector does already.
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* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been
removed because other distributions are superior.
* GGX is now the default distribution for all glossy and anisotropic nodes,
since it looks good, has low noise and is fast to evaluate.
* Ashikhmin-Shirley is now available in the Glossy BSDF.
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* Ashikhmin-Shirley anisotropic BSDF was added as closure
* Anisotropic BSDF node now has two distributions
Reviewers: brecht, dingto
Differential Revision: https://developer.blender.org/D549
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allow editing any object type without bounding boxes.
This should be included in the final release!
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uiBlockHandleFunc
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replace sqrt with hypotf to avoid precision loss instead
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Simple search for intersections became slow for larger concave ngons (100+)
Tested to work with ngons up to 75k sides, performance is approx ~6x faster then scanfill.
This is a 2D version of BLI_kdtree with modifications:
- nodes can be removed
- an index -> node map is stored (especially for tessellation)
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Better topology and minor speedup
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