- Sep 15, 2015
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Bastien Montagne authored
Add new addon to gather some custom normals basic editing tools, for until we add real support for that in BMesh. For now, only contains an op to flip custom normals (together with other normals). Related to T46115.
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- Sep 07, 2015
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Brendon Murphy authored
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Brendon Murphy authored
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- Sep 01, 2015
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Campbell Barton authored
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- Aug 26, 2015
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Bastien Montagne authored
Can be handy sometimes, especialy with files which should not be animated and yet contain animdata...
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- Aug 25, 2015
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Brendon Murphy authored
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Brendon Murphy authored
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- Aug 24, 2015
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Bastien Montagne authored
Take Two. Not really happy with our current baking API tbh, there are many things that look messy (even inside Blender code, how can a func named 'ED_object_get_active_image' can be reserved to new shading system???), but this should do it for now. Just avoid too much exotic node systems with Cycles and this addon, and/or clearly select/activate the image tex node containing the picture you want to use as target. Based on a patch by Edward Gabriel Rowlett-Barbu (Zadirion), many thanks.
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Campbell Barton authored
Fixes T38241
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- Aug 23, 2015
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Sergey Sharybin authored
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Bastien Montagne authored
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Bastien Montagne authored
Fix T45879: Object Animated Render Baker options not showing up in Render->Bake, with Cycles engine. That addon was BC I think, but see no reason not to enable it for Cycles as well. Patch by meta-androcto, thanks.
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Bastien Montagne authored
More a TODO than a bug actually, handling of skeys based on other skey was simply not implemented so far.
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- Aug 21, 2015
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Oren Titane (Genome36) authored
This revision aims to simplify assets and platforms listing by integrating their boolean on the same label line as their name. Reviewers: Severin, #game_engine, moguri Reviewed By: Severin, #game_engine, moguri Subscribers: Severin, Genome36 Projects: #game_engine Differential Revision: https://developer.blender.org/D741
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Oren Titane (Genome36) authored
Changed the way files get opened to a "with open() as file" statement. Makes for a easier to understand code as the file data manipulations are nested in that same statement. Reviewers: moguri Reviewed By: moguri Subscribers: Genome36 Projects: #game_engine, #addons Differential Revision: https://developer.blender.org/D1455
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Bastien Montagne authored
This was due to the fact that we generate temp meshes when applying modifiers - but in dupliobject instances cases, this can be avoided. Also cleaned up a bit mesh data area, and fixed wrong template user number in this case.
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- Aug 20, 2015
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Bastien Montagne authored
Grrrr, could have sweared I had done that since ages...
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Oren Titane (Genome36) authored
This revision fixes a bug with the lib folder creation. As Moguri stated in his add-on wiki, when downloading blender packages for different operating systems, you unpack them in the lib folder (assuming the folder was already created) and press the auto add platform button. Only problem is that when auto-downloading the packages from http://download.blender.org/release/ with the add-on, the lib folder is not created automatically for a new user. Reviewers: #game_engine, moguri Subscribers: Genome36 Projects: #game_engine, #addons Differential Revision: https://developer.blender.org/D723
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- Aug 18, 2015
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Bastien Montagne authored
This file actually showed several issues: *Not always using safe 'get_bind_matrix' *Not protecting against zero-length bones in the force-connect area
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- Aug 17, 2015
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Bastien Montagne authored
Fix T45813: FBX export: add dummy stringification of custom props which are not directly supported by FBX format. This allows some thrid party app to have someting to parse if needed. Quite obviously, this only applies to exporter.
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- Aug 13, 2015
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Bastien Montagne authored
ke/map_ke are not official .mtl specs, but seem to be rather common extension. map_ke was added three years ago to exporter only, this commit finishes the work by adding ke/map_ke to importer, and ke to exporter. NOTES: * mtl ke is a color, while in Blender emit is only a factor, using diffuse color. this implies there is some loss of data during import here. * I do not have the slightest idea about the range for ke values, so for now assuming a direct matching of Blender's emit value.
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- Aug 12, 2015
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Bastien Montagne authored
Looks like we need an explicit Scene.update() call here...
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Bastien Montagne authored
Fix T45756: FBX Export: bad handling of duplis (let's check on Object.is_duplicator, much cleaner solution).
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- Aug 10, 2015
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Nathan Letwory authored
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- Aug 05, 2015
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Bastien Montagne authored
Doubt to implement this any time soon, armatures and duplis are both complex area, if you combine them together you get a Gordian knot (and have no right to cut it!). Also, this commit fixes a stupid mistake - dupli objects types were not checked at all before...
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Maurice Raybaud authored
First patch by SpitfireOnline
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Bastien Montagne authored
Fix T45516: Our index generators can produce values below -1, consider all negative indices as 'skip' flags.
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Campbell Barton authored
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Bastien Montagne authored
Fix related to T45584: 'NLA Strips' animation export mode was not using 'Force Start/End Keying' correctly.
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- Jul 29, 2015
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Antony Riakiotakis authored
This add-on allows storing and restoring a group of bones for later use. The groups can be named and linked to new files. The groups can be found in the object properties tab of the properties area for armature objects.
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- Jul 21, 2015
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Campbell Barton authored
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Campbell Barton authored
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- Jul 19, 2015
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Bastien Montagne authored
Previous 'simplifying' code was not handling correctly micro-fluctuations around zero (caused by ugly float precision issues). Rewrote it more or less completely, new code is simpler and only based on relative difference (by default, it keys each time the diff is above 1e-4, and above 1e-4 * magnitude_of_values). Might produce more keys in some cases, but at least 'noise' shall never be exported again.
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- Jul 18, 2015
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Bastien Montagne authored
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- Jul 15, 2015
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Bastien Montagne authored
UI of exporter (and, to some extent, importer) was wildly rampaging available space with all its options. Now we switch to some tab-like drawing, helps keeping things reasonable, and that categorization should also help user to understand a bit better all those settings. Also added some more 'UI-compacting' tweaks. Let's hope 'muscle memory' bawling won't be too loud...
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Bastien Montagne authored
User request (see T45438).
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- Jul 14, 2015
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Bastien Montagne authored
Looks like our absolute max diff in animation simplification process was a bit too low, raised it from 1e-6 to 1e-5, fixes the issue in reported file at least.
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- Jul 12, 2015
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Folkert de Vries authored
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Bastien Montagne authored
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Bastien Montagne authored
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