vector * matrix
vector *= matrix
vector * quaternion
vector *= quaternion
Use the reverse order instead, enable WITH_ASSERT_ABORT in cmake to promote the warnings into errors.
* where_is_object_time was called for every effector evaluation only to determine the object velocity in some rare cases.
* Calculating the effector velocity is now done in the effector precalculation stage.
* Removing this makes the code thread safe and also should give some nice performance boosts when simulating a lot of points.
* Thanks to MiikaH for noticing this problem.
This commit fixes very noticeable seams caused by margins
calculated incorrectly. This commit changes way margin is
calculated in and makes textures really seamless.
Also margin limited to 32 isn't good now -- artists are baking
really large textures nowadays so margin is now limited to 64px.
Thank you, Morten!
not exactly a bug, but the option to copy individual properties was not working from the SPACE menu.
I believe this was happening because we are using dynamic enums.
This commit makes the "merge" option to be the default one. So if you call it from the SPACE menu it will be the one used.
- Intersection code was using undefined vector
caused wrong lines to be picked
- Code now also copes with hidden sockets.
If all fails, is just unhides a good socket.
On dragging a non-connected node on a noodle, it will insert it.
Functionality tweaks are possible, but it already feels non-intrusive.
Rules:
- Insertion only when a single noodle is intersecting with node.
- Default connects first matching socket type.
- If no socket match, it connects the first.
Blender render optimizes alpha=0 materials away, unless it has
a number of properties... but there wasn't a check for material
being ray-mirror, it then should be rendered always.
[#28032] Python Mathutils: Matrix Multiplication Error
Since they ended up reversing the order we better keep old code unless its proven to be incorrect.
also change Matrix.__repr__ function args to evaluate correctly (need to be inside a tuple).
From what I can tell there is no good fix for this bug, calculating the 2d/3d viewborder and then attempting to align them to be pixel perfect fails because of float imprecision.
Added a workaround, so the camera border is always drawn in 2d space,
since this workaround may cause problems later on its kept under the define VIEW3D_CAMERA_BORDER_HACK so we can get old behavior back easily.
Generated images would not be re-generated with a float buffer on load, even when selected on creation.
Now save the float buffer setting as a generated image flag.
This means you can enable before baking to enable baking to a float buffer.
Issue was that the Shader tree execution changed the ShaderInput.
Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel.
When the material is not a node material the pass_index will be shown at the "options" panel
To test enable nodes on the material
Add a new input material
change the pass_index of the material (render pipeline options)
Enable RenderPass material ID and use the compositor to read out the material pass
Jeroen
xsch and ysch were originally planed to replace the scene->r.xsch/r.ysch
however in blender/3dview we still need to use the r. values. Therefore we can't really run
from using those values even in bplayer. So removed the values in gamedata.
The way it's now, render values (xsch and ysch) are responsible for aspect ratio and gamedata xplay and yplay are responsible for the size of the window.
I believe this bug was there since we (me) moved the game settings to scene->gm
Since I was here I added support for x/y non square aspect pixels (i.e. anamorphic)
we were already using it for videotexture so I don't know why we were not here.
Tested in OSX, but it should be working in all OSs.
- add back slicing for buffers, (was previously in 2.4x but not working in py3):
buf = bgl.Buffer(...)
ls = buf[:]
- fix for crash with negative index access not being clamped.
- improve repr() function for multi dimensional buffers.
- add back 'list' attribute, but print deprecation warning.
Now it behaves right on playback:
- Starting playback "Anim Player" button appears on header.
It used to appear only on mouse hover before.
- Stopping playback triggers refresh on compositor, so
actual result would be visible if image sequence/movie
is used in nodes.
* New object pointers can't be loaded properly for library linked groups, so the weight groups now store an index to the group objects at save time. This index is used at load time to set the objects without relying on the old pointers.
* If the library linked group is modified the indices can be wrong, but this can't really be avoided easily as there's no way to relate objects in a linked group between loads.