- Mar 26, 2015
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Bastien Montagne authored
Nothing broken here actually, just missing info (shape needs at least three levels of branching to take effect). To be backported to 2.74.
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Bastien Montagne authored
Well, not exactly a fix, since the buggy behavior from FBXSDK side makes no sense to me. So it's rather a hack to make that stupid piece of junk happy - now you can (optionally, but ON by default) force exporting anim keys for all bones of an armature. Should be safe for 2.74, just adds a new option, cannot see how it could break existing stuff.
- Mar 24, 2015
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Bastien Montagne authored
Now using a class factory to allow customization of those defaults axes, still way less verbose than previous code!
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Bastien Montagne authored
UseAlpha & co are image settings, they are not bound to any specific render engine. To be backported to final 2.74.
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Sybren A. Stüvel authored
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- Mar 17, 2015
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Bastien Montagne authored
In fact, it's the OBJ file which is utterly broken (thousands of faces reusing the same vertex...). I think 'breakage' comes actually from change in bmesh (raising error when trying to get an edge with same vert in both items of the key), afaiks this is not different from old code in current importer. Anyway, working around this is easy and cheap, so... To be backported in final 2.74.
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Bastien Montagne authored
To be backported to final release.
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Campbell Barton authored
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- Mar 10, 2015
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Bastien Montagne authored
Pretty stupid, UV/VCols were passed as a copied list instead of direct blend data. Not sure there was a reason for that, but now it was seriously conflicting with new advanced behavior of that code (to allow complex per vert/face/loop normal import into clnors)...
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Howard Trickey authored
Needed to better handle a simultaneous edge / vertex event.
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Sebastian Koenig authored
when try to load factory settings. Fix was suggested by Severin, thanks a lot!
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- Mar 09, 2015
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Bastien Montagne authored
Fix T43935: FBX: Coordinate system axes exported incorrectly, resulting in a 180 degree rotation of meshes. Issue found, investigated and fixed by ib_rod (Rod Boyd), thanks a bunch! And again, a special mention to the "quality" of FBX doc (even on official API level)...
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Campbell Barton authored
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Bastien Montagne authored
Stupid mistake in own recent work on OBJ...
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- Mar 06, 2015
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Bastien Montagne authored
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- Mar 05, 2015
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Bastien Montagne authored
Caused by rBc755d8fbb520fbcf2a, can understand we want a 'good' (sigh) naming before release, but please ensure code already using it is updated then...
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- Mar 04, 2015
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Campbell Barton authored
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Campbell Barton authored
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- Mar 02, 2015
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Bastien Montagne authored
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- Mar 01, 2015
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Bastien Montagne authored
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Danilo Bargen authored
Reviewers: mont29 Projects: #import_export Differential Revision: https://developer.blender.org/D1151
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- Feb 28, 2015
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Bastien Montagne authored
Leaves settings were simply never used (broken logic, dead branch code)...
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- Feb 27, 2015
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Bastien Montagne authored
Issue reported by Daniel Salazar (ZanQdo) through IRC, thanks!
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- Feb 25, 2015
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Bastien Montagne authored
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- Feb 23, 2015
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Brendon Murphy authored
broken & made obsolete by psy-fi updates to texture paint system.
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- Feb 22, 2015
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Bastien Montagne authored
Some FBX files store their normals as polygon ones (flat shading...). Note this code becomes a bit messy, will need some cleanup!
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- Feb 21, 2015
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Bastien Montagne authored
Patch by juicyfruit (Martijn Berger) with own minor edits, thanks!
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- Feb 20, 2015
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Bastien Montagne authored
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Bastien Montagne authored
Soft min/max are now 1e(-)3, hard ones are now 1e(-)6...
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- Feb 19, 2015
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Bastien Montagne authored
Makes code nicer, but adds between 10 and 15% to parsing time... Not worth it.
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Bastien Montagne authored
Issue comes with ngons having holes (i.e. ngons using the same edge more than once). This is not supported in Blender, so we have to 'work around' it. However, we can limit this behavior to ngons actually 'blender-invalid', no need to do that systematically. So this commit still allows for much better performances with 'usual' ngons. Those with holes get back to previous performances, more or less. Many thanks to Campbell for the headup!
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Sebastian Koenig authored
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- Feb 18, 2015
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Folkert de Vries authored
There was a problem with the order of stroke and fill elements. Additionally, sometimes names of linesets collide between render layers. this has been fixed by prepending the name of the render layer to a layer's id.
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Maurice Raybaud authored
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Maurice Raybaud authored
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Maurice Raybaud authored
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Maurice Raybaud authored
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Maurice Raybaud authored
Added: Stochastic antialiasing for UberPOV Added: Blurry Reflection for UberPOV Improved: Defaults for AA and Depth of Field to a better quality/time Improved: UV texture transforms more closely match BI and more functionalised
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Bastien Montagne authored
Note I tried to make 'face' tuple a namedtuple, but this makes things significantly slower here (about ten percents), don't think it's worth it.
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