- negative ray casts would invert the offset direction.
this meant if positive and negative were enabled at once and the mesh was slightly inside & outside the object it wrapped,
the offset would be applied in opposite directions.
This way the offset is always along the vertex normal.
- allow negative offset from RNA, could be useful and no benefit to disable.
Added new option for applyong modifiers on splines' points. This moves
tesselation point and path would be affected by modifiers which are applied on
splines' points.
- the invert flag was only being used for multi-modifier, but there is no reason not to use this in normal cases as well.
- Armature modifier RNA name 'vertex_group' was incorrectly named 'vertex_group_multi_modifier' (own fault), confusion was caused by 'invert_vertex_group_multi_modifier' which was correct.
* Show unborn was on by default, so smoke got emitted from all particles regardless of their birth time, not a good default in my opinion.
* What made things worse was that particles weren't shown in viewport, so you didn't even know the particles were considered alive from the very first frame! (Not rendering is a good default, but they should still be visible in viewport!)
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
This troubles were caused by "break" of ND_OBJECT case in outliner area listener,
so not all cases were handled.
Handle more data and actions in outline listener, but not refresh when it's
actually unneeded (there where problems with it without that "break" -- extra
refreshing could be made).
Changed some names when applying.
- render was use_render, changed to show_viewport so call it show_render
- texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting.
- transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
- added possibility to add navmesh modifier manually in order to transform manually created mesh to navigation mesh (with navigation polygons data layer)
- added possibility to use existed navigation mesh object for navmesh generation (so new object won't be created, but existed object will be updated)
- pick the closest unit that matches the existing step size.
- set the distance subtype on some camera flags.
- commented mesh flag 'ME_ISDONE' its nolonger used.
mostly the startup.blend was trailing behind. Also renamed B.blend.c.
* Lamp shadow buffer was Classical instead of Classical Halfway.
* Point Lamp was named "Spot".
* Render resolution is 50% 1080p.
* Scene and material bake/use tangent space normal maps.
* Remove empty text datablock.
* Enable auto ray bias on material.
* Change default material diffuse color to match new material.
* Mist start/depth from 0/0 to 5/25 so it does something.
* AO uses Add instead of Multiply.
* Change world colors for new world same as startup.blend.
* Default cube rotation was 0,-0,0 now 0,0,0.
* Enable relative/filter/hide files in user preferences.
path -> filepath (for rna and operators, as agreed on with elubie)
path -> data_path (for windowmanager context functions, this was alredy used in many places)
a bit arbitrary but with most cases where solidify is used in durian we get UV texture stretching since there is no way to access the newly created size faces this gives us a way to switch out the material on the rim.