Age | Commit message (Collapse) | Author |
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Blender render optimizes alpha=0 materials away, unless it has
a number of properties... but there wasn't a check for material
being ray-mirror, it then should be rendered always.
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fine for images with different X and Y aspect ratio.
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Was missed a flag to set rect marked as changed.
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[#28032] Python Mathutils: Matrix Multiplication Error
Since they ended up reversing the order we better keep old code unless its proven to be incorrect.
also change Matrix.__repr__ function args to evaluate correctly (need to be inside a tuple).
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options since we keep getting reports about this.
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From what I can tell there is no good fix for this bug, calculating the 2d/3d viewborder and then attempting to align them to be pixel perfect fails because of float imprecision.
Added a workaround, so the camera border is always drawn in 2d space,
since this workaround may cause problems later on its kept under the define VIEW3D_CAMERA_BORDER_HACK so we can get old behavior back easily.
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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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rendering, to prevent any race condition problems
I've noticed some weird and random crashes recently while rendering,
which I suspect have been arising from having an Action Editor open
while rendering. Previously only the timeline was patched against
these problems, though the issues may be more widespread. Hence,
solving this problem at the root cause instead.
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keyframes
This makes it easier to remember/identify which one you're dealing
with
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with FBX, BVH import/export which are very sensitive to changes in matrix rotation.
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from Scott Giese (sgiese)
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from Scott Giese (sgiese)
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optional max_dist argument.
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Issue was that the Shader tree execution changed the ShaderInput.
Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel.
When the material is not a node material the pass_index will be shown at the "options" panel
To test enable nodes on the material
Add a new input material
change the pass_index of the material (render pipeline options)
Enable RenderPass material ID and use the compositor to read out the material pass
Jeroen
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xsch and ysch were originally planed to replace the scene->r.xsch/r.ysch
however in blender/3dview we still need to use the r. values. Therefore we can't really run
from using those values even in bplayer. So removed the values in gamedata.
The way it's now, render values (xsch and ysch) are responsible for aspect ratio and gamedata xplay and yplay are responsible for the size of the window.
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cmake/gcc.
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This fixes assigning 'tweak' keymap option for border selecting in
Node editor. Thanks Perry Parks for the patch!
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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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frame, not in the case of a subframe between the first and second frame.
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existing link is now chosen from available sockets that match the _target_ type, instead of the source type. This leads to more usable replacements, e.g. for toggling inputs on mix nodes. Still not a great solution to the mute/autoconnect problem, but a bit more intuitive for replacements.
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ctrl+shift+dkey, to avoid conflicts with alt+dkey for linked duplicates.
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behavior (shift+dkey) is now to copy nodes and internal links, but not the input links from unselected nodes. This feature is available with the alternate duplicate operator (alt+dkey).
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usable results and leads to annoyed artists.
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from Andrew Hale (trumanblending)
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* Find first unused frame function was failing to correctly detect
conflicts with the lower bound due to the way that markers are not
stored in sorted order. Fixed by performing additional search passes.
* Fixed some update bugs where there were missing notifiers. Most
noticable when the poselib is being viewed in an Action Editor
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- add back slicing for buffers, (was previously in 2.4x but not working in py3):
buf = bgl.Buffer(...)
ls = buf[:]
- fix for crash with negative index access not being clamped.
- improve repr() function for multi dimensional buffers.
- add back 'list' attribute, but print deprecation warning.
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Now it behaves right on playback:
- Starting playback "Anim Player" button appears on header.
It used to appear only on mouse hover before.
- Stopping playback triggers refresh on compositor, so
actual result would be visible if image sequence/movie
is used in nodes.
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remove missing includes and use more strict formatting.
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Incorrect low level was used for this case -- it should be
sculpt level, not preview level.
Thanks to Morten Mikkelsen to point on this bug :)
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Visual Keyframing was broken by r.34685, which used another method
which, at the time, appeared to work perfectly fine. Apparently not.
Also, extend/fixed visual keying to work for axis-angle rotations too.
Needs some testing, but should probably work
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(uninitialized pointer)
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file-load.
* New object pointers can't be loaded properly for library linked groups, so the weight groups now store an index to the group objects at save time. This index is used at load time to set the objects without relying on the old pointers.
* If the library linked group is modified the indices can be wrong, but this can't really be avoided easily as there's no way to relate objects in a linked group between loads.
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dynamics
* Fluid bakes didn't respect the job stop flag.
* Also made msvc happy with some casts.
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mathutils and double checked the're correct.
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