Merge remote-tracking branch 'origin/blender-v4.2-release'
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commit
2162af9e7b
@ -212,7 +212,8 @@ def RKS_GEN_custom_props(_ksi, _context, ks, data):
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# Only some RNA types can be animated.
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prop_type_compat = {bpy.types.BoolProperty,
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bpy.types.IntProperty,
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bpy.types.FloatProperty}
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bpy.types.FloatProperty,
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bpy.types.EnumProperty}
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# When working with a pose, 'id_block' is the armature object (which should
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# get the animation data), whereas 'data' is the bone being keyed.
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@ -505,6 +505,7 @@ class WholeCharacterMixin:
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bpy.types.BoolProperty,
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bpy.types.IntProperty,
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bpy.types.FloatProperty,
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bpy.types.EnumProperty,
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}
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# go over all custom properties for bone
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@ -40,6 +40,7 @@
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#include "DNA_userdef_types.h"
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#include "DNA_windowmanager_types.h"
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#include "DNA_workspace_types.h"
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#include "DNA_world_types.h"
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#include "BKE_appdir.hh"
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#include "BKE_attribute.hh"
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@ -921,4 +922,10 @@ void BLO_update_defaults_startup_blend(Main *bmain, const char *app_template)
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SET_FLAG_FROM_TEST(light->mode, false, LA_SHAD_RES_ABSOLUTE);
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}
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}
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{
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LISTBASE_FOREACH (World *, world, &bmain->worlds) {
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SET_FLAG_FROM_TEST(world->flag, true, WO_USE_SUN_SHADOW);
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}
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}
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}
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@ -20,7 +20,7 @@ float film_depth_convert_to_scene(float depth)
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/* TODO */
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return 1.0;
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}
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return abs(drw_depth_screen_to_view(depth));
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return -drw_depth_screen_to_view(depth);
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}
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/* Load a texture sample in a specific format. Combined pass needs to use this. */
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@ -129,6 +129,7 @@ void bone_free(bArmature *arm, EditBone *bone)
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}
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}
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BLI_freelistN(&bone->bone_collections);
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BLI_freelinkN(arm->edbo, bone);
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}
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@ -184,6 +184,7 @@
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.gi_irradiance_smoothing = 0.1f, \
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.gi_filter_quality = 3.0f, \
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.gi_irradiance_pool_size = 16, \
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.shadow_pool_size = 512, \
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\
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.taa_samples = 16, \
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.taa_render_samples = 64, \
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