The Post Processing tab in the Render buttons has new Line Thickness options for
defining unit line thickness in two different modes as follows:
1. Absolute mode: The unit line thickness is given by a user-specified number
in units of pixels. The default value is 1.
2. Relative mode: The unit line thickness is scaled by the proportion of the
present vertical image resolution to 480 pixels. For instance, the unit line
thickness is 1 with the image height set to 480, 1.5 with 720, and 2 with 960.
The new options enable a better control on the position of stroke thickness with
respect to stroke backbone geometry. Three predefined positions are:
* center: thickness is evenly split to the left and right side of the stroke geometry.
* inside: strokes are drawn within object boundary.
* outside: strokes are drawn outside the object boundary.
Another option called "relative" allows users to specify the relative position by a
number between 0 (inside) and 1 (outside).
The thickness position options are applied only to strokes of the edge types SILHOUETTE
and BORDER, since these are the only edge types defined in terms of object boundary.
Strokes of other edge types are always using the "center" option.
note: this was never correct and not a single soul bothered noticing that.
not really a surprise, this mode is more for debug than for anything else.
to test go to (game engine) Render -> Dome Mode -> Spherical Panorama
thanks to Aldo Zang to help me spotting the problem.
* Enable __KERNEL_SHADING__ per default for OpenCL.
This enables basic shading (color, emission, textures...) for AMD cards.
You need the latest AMD catalyst driver in order to have this work.
but this makes it more reliable for now.
Also add an integrator "Clamp" option, to clamp very light samples to a maximum
value. This will reduce accuracy but may help reducing noise and speed up
convergence.
It was an error how index of requested layer was searching: iterating used to start
from the beginning of data layers datablock, not from index at which requested
layer type actually begins.
*Moved portuguese to its right place (alphabetical order).
*Commented out (in menu) four languages for which we have no translation at all yet: Dutch, Korean, Romanian and Ukrainian (easy to bring them back as soon as we have some translation!).
This report points out thet absolute shape keys are unusable.
The problem is there was no way to adjust the play time of a shape key (all absolte shape keys would start at frame zero with no way to change the speed).
Added an 'eval_time' property to the key block that works like the curve path evaluation time, so the time in the keyblock can be controlled.
When merging bmesh customdata, memset the new blocks to
zero. Otherwise can contain junk values (some layer types with
pointers like MDeformVert can then crash.)