Since threaded object update we've disabled in-place
curve evaluation (in cases when applying curve modifier
with target curve non-evaluated yet).
This requires game engine to take care of DAG and object
evaluation (currently it's designed to export only objects
it able to render).
This workaround will make sure that curve_cache for curves
is up-to-date.
This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.
Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D272
While some of these are rather rough and crude, they should be sufficient to provide
some helpful hints to (new) users when mousing over the editor type selectors
(i.e. now we can see the names of the editors; without the descriptions, the enum
item names wouldn't get shown) and also when browsing the list.
This is useful now that we have the ability to display tooltips in menus, thanks
to Campbell's earlier commit (35f62bd)
FCurve Noise Modifer now has an extra float property which offsets the noise in time.
This is useful for creating follow through in procedurally animated noise.
For example, if you've used a noise modifier on a parent bone to add additional movement,
a quick and easy way to add overlapping motion is to create copies of that modifier on
its children, and then offset the time those curves play at. See this in action at:
http://youtu.be/Ph6fk_z_k3k
Reviewed By: Joshua Leung
On every redraw a single unopened dropdown boxe would translate
and convert every EnumPropertyItem into a string,
then decode every item, and search those items to find the name of the button to draw.
Replace this with a custom menu callback for RNA enums,
tooltips for enums now show too.
- use labels rather then menu items (items selected but did nothing)
- each report gets its own icon (icons besides first were ignored)
- use uiPupMenu rather then string based menu.
Removed Armature Sketch keymap, as the entries that were there
appear to have been moved to the Armature keymap.
Removed the Script keymap. The Script space is deprecated
and I could find no way that the keymap could be activated.
Bevel needs the vertex normals to be correct and they are not
normally recalculated after a previous modifier, like mirror.
Adding 'dependsOnNormals' -> returns true to modifier info
for Bevel fixes the problem.
Based on the patch from Sebastian Koenig, discussed with Jonathan Williamson
https://developer.blender.org/T38172
Also removed redundant modes from clip editor.
Reviewers: brecht, carter2422
Reviewed By: carter2422
CC: sebastian_k, carter2422
Differential Revision: https://developer.blender.org/D293
Description:
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Use loose edges marked as seams as sewing springs.
Usage:
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All this patch does is set the rest length to 0 and the stiffness to 1 for springs for loose edges marked as seams so that during the cloth simulation they will be brought together.
Example Video:
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http://www.youtube.com/watch?v=-Y_bC0gjoM0
Original Patch by thesleepless (+ git patch by codemanx)
Thank you!
Z, Index, normal, UV and vector passes are only affected by surfaces with alpha
transparency equal to or higher than this threshold. With value 0.0 the first
surface hit will always write to these passes, regardless of transparency. With
higher values surfaces that are mostly transparent can be skipped until an opaque
surface is encountered.