Setting the user preference for python scripts didnt add the bpymodules subdirectory to sys.path (python module search path).
Also problems with entering and exiting- the old path was used until next restart.
* Added a new set of related tools for channel editing (Toggle/Enable/Disable Setting). These are activated using the Shift-W, Ctrl-Shift-W, and Alt-W hotkeys. They allow for setting of the given setting on all selected channels (where it will apply).
* Moved + grouped all the channel-related operations in a new "Channels" menu, located between the "Select" and "Markers" menus. This makes more sense than squeezing the functionality at the end of the "Key" menu!
Without this, animating grass would either look like seaweed (with low freq texture)
Or the grass would wrinkle up and get kinks (high freq texture)
This lets you use a high frequency texture while having straight grass.
gave wrong results. Problem was the view vector was setup strange. While
it is really not well defined, it is now set as the negation of the normal,
so it is looking right at the surface, gives more predictable.
raytracing intersection code, to avoid rays slipping through between
triangles, this would mostly show up with sceen aligned quads and
baking of height maps for example. Epsilon's are not pretty, but I
haven't found a reliable way around them.
in the commit log. Couldn't get this to work well, probably this would
work a lot better with the IBL spherical harmonics feature, so I've just
disabled the option in the interface for now.
- Added a note that force fields only affect objects on same layers
- PLAY button would just play all frames and didnt respect the end frame which is very annoying at times.
(which basically tells the renderer and compositor to expect a
key image) is now done at the image user level.
This does have some caveats, as image users don't always work
the way I thought they would/should (for example, the same image user
structure is apparently used in the uv image editor for all images,
which is kindof odd).
The UV image editor also now smartly detects if the premul option is
set and draws the image using key alpha, instead of premul
The subversion level was upped to convert the old premul flag, which was at
the image level, to the new one, which is at the image user level.
untraceable material, cause is that the ray start position got set
only once, but it needs to be set for each ray since it can be clipped
to the octree bounding box.
value that is an offset along the normal when looking for the nearest
face, which allows baking faces further away, e.g. an ID badge onto a
shirt.
Also fixes a bug baking to float images, for things other than
displacement it didn't work sometimes, and a memory leak in the
extend filter.
a premul image but that doesn't work correct. Now it depremuls and
premuls again around the gamma correction. Better solution might be
possible, but this gives compatible results.
layer from the compositor. I've solved this by changing the behavior,
now it always renders a vector pass even if Do Composite is disabled.
I think that's more consistent because other passes get rendered too
regardless of Do Composite, the vector pass was just an exception.
subsurf/derivedmesh mapping yet.
Also added int-to-pointer and back conversion function to solve warnings.
Note that it is only allowed to store an int in a pointer and then get
it back, but not a pointer in an int!
do_texture_effector assumed multitex_ext would assign r/g/b colors which isnt true for grey textures.
Fallback to PFIELD_TEX_GRAD with grey textures, node this in tooltip also.
This fixes [#8297] Video Playback crash (audio buffer)
If a single audio frame is larger than 1 second (but still smaller than
AVCODEC_MAX_AUDIO_FRAME_SIZE) things could get very - annoying :)
Merge Normal orientation calculations with Custom Orientations, to make it work the same all accross the table:
- One or more faces: use average face normal (first edge of faces define tangent)
- One edge: use edge itself as normal (vertex normals define tangent)
- One vertex: use vertex normal (tangent is perpendicular to normal and z-axis)
- Two vertices => edge orientation
- Two vertices => face orientation
*I tested quite a bit but please report any bugs this might have caused.*
ADDED FILE WARNING: source/blender/src/transform_orientations.c
could be 0, hanging yafray. This commits removes the separate yafray
number of processor setting and simply using the blender threads
button, there is no reason for a separate setting.
added icon for 'Toggle Bookmark Area'
disabled the bookmarks for databrowse
allow to add path inside .blend file (could be nice to use as material library for example)
Vector blur was averaging z-values between pixels, which could give
wrong z-test results. While averaging is needed for speed vectors
to avoid holes, for z-values it is not required and not doing it
seems to avoid artifacts in specific cases.