to sequential error by adopting a two-pass smoothing strategy instead.
This seems to give some minimal reductions in the amounts of unwanted
shrinkage that occurs
- Fixed problem where just trying to replace existing keyframes would
result in the intepolation set on that keyframe to get lost. This was
mostly an issue if trying to re-block some animation in the middle of
a shot, with the rest of the keys set to Bezier, but the first
keyframe in this new segment needing to be Constant so that we don't
get sloppy automatic interpolation in the way
- Hooked up Media-Play/Stop/Next/Prev controls to animation playback
and keyframe jumping functionality in default keymap in addition the
existing controls. I'm also considering whether to migrate Next/Prev
Keyframe key mappings off the Ctrl-PageUp/Down keys for a more
ergonomic option (i.e. shift <, shift >)
Two bugs in one:
- Lukas commit monday for new group/socket handling accidentally removed
to set socketype in stacks, which as used by (texture) nodes to detect
whether value, color or vector had to be read.
Result was that all texture nodes were rendering as B&W
- Old 2.5 bug: preview renders for texture nodes didn't call a
NodeEndExec function, which gave crashes on deleting nodes.
The change in interface_hanlers.c is only a comment to explain
how keymaps are being found.
markers.
This is useful for when working with lipsync shots, where you've used
markers for noting down key syllables and want to separate these out
into chunks to manage things better.
Layer height used to be controlled with brush radius, quite confusing decision.
Added new property for brushes - height for adjusting affectable brush height
(it could be not only layer height in the future).
the length check was running sequence checks on every number which would fail, small speedup by avoiding this.
should eventually get this working faster by reading once into an allocated array.
* This is basically a total rewrite of the edge split algorithm. The old one didn't handle tris at all and quads were cut wrong in some cases too with the addition of not handling uv coordinates at all.
* This new algorithm uses a flag system to categorize different splits and the identical but rotated cases in a similar way to how marching cubes indexes different cases.
* It cuts quads and tris and creates proper uv's for the new faces too.
* I also renamed the option to "edge cut" to differentiate if from the edge split modifier and added an option to override a uv-channel in the exploded mesh with particle age as x-coordinate so that the shrapnel can be faded out nicely etc.
Having 2 or more windows open, a render in another window made the
other (active) window fail badly on F11 key (show render).
Now things should go smoothly. If a render is being shown in
inactive windows, they get popped to the front nicely.
Invert Image Colors (RGB)
--
Invert Red Channel
Invert Green Channel
Invert Blue Channel
Invert Alpha Channel
mostly because of the recent changes in normalmap channels,
so users can adopt old bakes quickly.
though they might aswell prove useful in other situations.
was exporting normal maps with red and green channel inverted
relative to the geometry it actually exports.
This change makes blender export normal maps
which are very similar to most tools out there.
patch by Morten S. Mikkelsen
* In some cases fluid particles could be born at the exact same locations. Now these cases are just ignored and such particles don't effect each other.
note: BPY_class_validate() could come in handy later if we need to check classes for properties/functions but for now there is no point in keeping it in.
auto-ik updates are done by notifiers at the moment which are ignored when running bpy.ops.transform.translate(), so add an special_aftertrans_update() check for this case.