* Add a "Normal" Input to the Fresnel node.
* Fix for the Fresnel GLSL code (normalize the Incoming vector).
Patch #37384 by Philipp Oeser (lichtwerk) , thanks!
When a single element is involved, apply directly the values instead of using the diff from init values. This avoids glitches when going from huge values to very small ones (due to float precision).
Note we should probably switch to doubles here, ultimately, but would leave that for later.
Manys thanks to Armin Zingler, who did all the investigation work on this point!
Made it so if there's release/datafiles/locale/po
folder, then all the .po files will be converted
to .mo at blender compile time and installed to
an appropriate location.
Uses small own implementation msgfmt which is
based on msgfmt.py from Python project, but also
supports contexts.
There's no functional changes for until we've
switched to use source .po files instead of
pre-compiled .mo.
P.S. Well, there's one change which is msgfmt.cc
being compiled even if it's not used, but
would rather not clutter code with checks
since pretty soon we'll use this program
anyway.
Issue was actually that micrometer was not drawing correctly (from r58165), reverted that fix and instead use utf8 drawing for editmode metrics when using a unit system (we already had a similar hack for surfaces and volumes, anyway).
* Removed audio-only options from ffmpeg render settings (added some versionning code too)!
* Moved the Mixdon button from the Scene->Audio pannel to the Render->Render panel.
Added a poll function to add object helper which checks
whether scene is linked or not.
All the primitives which are delivered from this helper
will work properly for linked scenes. If there're still
primitives which are not delivered from this class, well
nothing i can do now.
originally intended as a way to speed up workflow for math and mix nodes, but more often than not it just gets in the way. Most binary (or n-ary) functions are not even commutative, i.e. changing the
order of sockets does not usually produce the correct result. Also this includes the more common case where one actually wants to replace a socket, which then requires a second click to remove the
shifted connection. All in all this is not a helpful feature.
Circle select was missing from node editor, and C key was assigned to now defunct "show cyclic dependencies". This patch remaps the key and adds circle select operator.
Functions to check intersection between rctf/rcti and a circle were also added to rct.c for code cleanliness and consistency.
called the generic node tree update function, which is happening anyway after all relevant node operators (if it doesn't that has to be considered a bug).
It has been suggested to better use the C key for circle select, this remains to be discussed.
confusion, grid snap is now the default as it seems to be the most wanted and easy to use mode.
Absolute grid snapping happens in a somewhat generic function 'applyGridAbsolute', which could also be used for objects and other transforms later on. It is conceptually similar to the 'project' snapping
option, in that it calculates a delta vector for each element on top of the overall transform, which places each node on the grid.
Node transform now uses the top-left node corner for TransformData->loc. The transform center is still the average of node centers, so that scaling and rotation works nicely.
snapGrid*** functions have been renamed to snapGridIncrement*** to distinguish better between incremental and absolute grid snapping.
mimics the previous behavior when settings were shared by both modes (but not equivalent).
NOTE: Due to the use of additional sRGB conversion in the LGG mode the result is not entirely accurate, this should perhaps be fixed.
Settings for each mode are kept in their own color values nevertheless, this avoids potential problems with float precision.
It wasn't enabled in snapping code from the beginning it seems,
but from quick tests snapping for mballs works just fine.
Maybe we could drop out check for edit object type now?