This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.
Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D272
While some of these are rather rough and crude, they should be sufficient to provide
some helpful hints to (new) users when mousing over the editor type selectors
(i.e. now we can see the names of the editors; without the descriptions, the enum
item names wouldn't get shown) and also when browsing the list.
This is useful now that we have the ability to display tooltips in menus, thanks
to Campbell's earlier commit (35f62bd)
FCurve Noise Modifer now has an extra float property which offsets the noise in time.
This is useful for creating follow through in procedurally animated noise.
For example, if you've used a noise modifier on a parent bone to add additional movement,
a quick and easy way to add overlapping motion is to create copies of that modifier on
its children, and then offset the time those curves play at. See this in action at:
http://youtu.be/Ph6fk_z_k3k
Reviewed By: Joshua Leung
On every redraw a single unopened dropdown boxe would translate
and convert every EnumPropertyItem into a string,
then decode every item, and search those items to find the name of the button to draw.
Replace this with a custom menu callback for RNA enums,
tooltips for enums now show too.
- use labels rather then menu items (items selected but did nothing)
- each report gets its own icon (icons besides first were ignored)
- use uiPupMenu rather then string based menu.
Removed Armature Sketch keymap, as the entries that were there
appear to have been moved to the Armature keymap.
Removed the Script keymap. The Script space is deprecated
and I could find no way that the keymap could be activated.
Bevel needs the vertex normals to be correct and they are not
normally recalculated after a previous modifier, like mirror.
Adding 'dependsOnNormals' -> returns true to modifier info
for Bevel fixes the problem.
Based on the patch from Sebastian Koenig, discussed with Jonathan Williamson
https://developer.blender.org/T38172
Also removed redundant modes from clip editor.
Reviewers: brecht, carter2422
Reviewed By: carter2422
CC: sebastian_k, carter2422
Differential Revision: https://developer.blender.org/D293
Description:
--------------------------
Use loose edges marked as seams as sewing springs.
Usage:
-------------------------
All this patch does is set the rest length to 0 and the stiffness to 1 for springs for loose edges marked as seams so that during the cloth simulation they will be brought together.
Example Video:
-------------------------
http://www.youtube.com/watch?v=-Y_bC0gjoM0
Original Patch by thesleepless (+ git patch by codemanx)
Thank you!
Z, Index, normal, UV and vector passes are only affected by surfaces with alpha
transparency equal to or higher than this threshold. With value 0.0 the first
surface hit will always write to these passes, regardless of transparency. With
higher values surfaces that are mostly transparent can be skipped until an opaque
surface is encountered.
This fixes the first case mentioned in the report. Has to do some ugly
DNA access to SpaceNode, unless we'd allow a bad level call there to do
it in ED_node ...
The second case has been fixed by @sergey in D274:
https://developer.blender.org/D274?vs=838&id=879#toc
So actually asan just did its job here, good to know!
It was intended to work actually using particle cache's stack index
but this index might have been calculated incorrect in special case:
* With default cube scene, add particle system to the cube
* Add disk cache to the particle system
* Save file and reload it
* Add another particle system and enable disk cache
This would lead to two point caches with the same stack index of zero.
This happened because point cache indices list wasn't stored in the
.blend file so once you've reload your file blender doesn't know anything
about number or point caches used.
And what was even more confusing is that point cache indices list was
trying to be load from the file, but this failed because it wasn't in the
file.
This commit solves the root of the issue which is ability of producing
.blend file with two point caches using the same disk cache. This is
done by making it sure that point cache indices list is stored in the
.blend file. And also made it so disabling disk cache will tag it to
recalculate stack index.
Old broken files wouldn't magically start working, but fixing them is
rather simple manually by toggling Disk Cache option.
Reviewers: lukastoenne, brecht
CC: sergof
Differential Revision: https://developer.blender.org/D286