Age | Commit message (Collapse) | Author |
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D2729 by @IgorNull
Currently, trackball rotation sequentially applies rotation across x axis and y axis,
which produces a strange/unusable result on diagonal pointer motion.
This change fixes the problem by using a single axis which is orthogonal
and proportional to mouse delta - matching view-port trackball.
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dupliface in final render
DupliVert/Face were not using render DM at render time.
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Cannot switch uninstantiated armature to Pose mode...
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Now that some node types may have custom context, we need to handle that
in the (convoluted :| ) UI code of nodes as well.
Reported in T43295 by Gabriel Gazzán (@gab3d), thanks.
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`BMO_iter_as_array()` may fill less items than requested in given array,
so we have to update number of items to work on from its returned value,
otherwise code might try to use uninitialized memory.
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The original code was doing a sanity check to see if existing index was
out of range. However the comparison was wrong.
So if the previous ct->user (active index of texture node) was larger
than then number of available texture nodes + 1 in the other material,
we would never re-set the index to 0.
Bug introduced on c31f74de6bb7.
There was an early attempt of fixing this (2b2ac5d3cc) but it was just working
by pure, luck. And failing in cases like the one from this bug report.
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file.
This is a very important, potentially deadly side-effect of this
operator. If something goes wrong, it can save a broken .blend file.
Ideally we could get rid of that operation anyway, once ID management if
fully renewed, but for now would rather keep it around.
Related to T51902.
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Fix is a bit ugly, but cannot think of another solution for now, at
least this **should** not break anything else.
And now I go find myself a very remote, high and lonely mountain, climb
to its top, roar "I hate proxies!" a few times, and relax hearing the echos...
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Materials'. This makes the user interface more streight
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contained polygons are tris
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only partially textured
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collada files will have materials assigned instead of UV Face Textures! This is expected behavior
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avoids wrong texture data when multiple objects are exported. Note: This
commit might possiblyt not work fully. The full feature is added with the
next commit)
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importer finds Syntax errors in import data
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Although the original report was about the docs, the real issue was in
the API.
My original commit started from a copy-paste from the Switch
Node. However I don't use custom1 for thew Switch View node.
The docs is slightly incomplete since it would be nice to mention the
views here. Or maybe even expose them via Python. But honestly they are
generated depending on the scene multi-view settings.
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This is compatible with UE4 and more consistent with specular and transmission
roughness, even if it deviates from the original Disney BRDF.
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named datablock.
This is annoying especially for exporters who do use mesh name, since it
broke any relation with actual Mesh naming in original Blend file.
Unfortunately, we cannot avoid the extra .xxx digits. ;)
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modifier.
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Was needlessly complicated code, forgot to copy a value (foam_fade), and
was utterly leaking memory!
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function.
*Sigh* One more example of why we should keep ID management handling in
as few places as possible! It's impossible to keep more than a few
places in sync regarding which ID pointer is refcounted etc.
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Also generally simplify/sanitize this copy code.
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Also remove duplicate & mismatching comments from grease-pencil header.
Keep comments close to implementation to avoid getting out of sync.
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or dp.
Children where always getting at least one segment of fixed length...
Now fully hidden ones (zero length) get no segment at all.
Note that even very short ones keep getting one 'unit' length segment - would
rather avoid changing that at this point, given how complex children
particles 'length' can get with all kind of modifiers... Think we can
live with that for now anyway.
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