Looks like the previous commit here is really correct and fixes cases of
distortion that were in mirror-subsurf combination since blender 2.5.
This may cause some changed files in which case we will be adding an
option, but it is expected this will only happen with low res models,
and hand painted textures, and the better distortion here compensates
for that enough to consider not adding a compatibility option yet.
Leaving the facemap winding argument as is just in case we do consider
to add the option.
I have added an optional named "index" argument for methode get/setUV, I have also modified the and set to deprecated methodes setUV2 and getUV2 : the doc was wrong and the methode can't be called anyway because it declared as VARARG in the .h and convert directly the args value to a vector in the .cpp.
Reviewers: sybren, lordloki, hg1
Reviewed By: lordloki, hg1
Subscribers: agoose77
Differential Revision: https://developer.blender.org/D1240
file, since we need the updated times and frames.
This was lost during stamp code refactoring. The refactoring moved the
stamp when render is initialized so we would be guaranteed to have
correct cameras even when saving render stills at a later time (and even
if cameras were changed). For regular render this would work since
render init takes care of stamp, but for openGL rendering we need to do
this manually.
Still not 100% correct, does not apply multiview cameras to metadata
It fix some mistakes in b5e96530353ef22d184a60cd2b59a5e451ee211f and made a more safety behavior for collision callbacks used in compound controllers during adding and removing.
Replace EnableCcdPhysicsController by AddCcdPhysicsController and DisableCcdPhysicsController by RemoveCcdPhysicsController.
Tested with compound shapes and collision sensors.
Reviewers:agoose77, ideasman42
Can now rip from multiple fans (mixed single faces or larger regions)
Also add BM_vert_is_manifold_region which only checks if a vert has disconnected fans.
This reverts commit 5a8629c0d7da6cfb4b696f1787111c9492e03aba.
It does not really work that well since objects can draw in front of
selection circles now.
Code here did depth test always and depth range 0.0.
There is no real reason for object centers to write and get tested
against depth buffer in this case, just disable the depth test instead
;)
Helps with blurry object centers in depth of field mode too (centers
wrote depth 0 and were always blurry)
This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.
Reviewers: lukastoenne, campbellbarton, dingto
Reviewed By: campbellbarton, dingto
Subscribers: dingto, nutel, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1273
Own regression, previously it would do a full mesh normal calculation for each isolated shape
(could hang on meshes with many loose parts).
However the normals are needed, instead of doing a full calculation,
just set normals on new faces.
Thanks to Brecht for finding cause!