Fixed branch for Blender 3.6 release #104626

Closed
Sebastian Sille wants to merge 22 commits from (deleted):blender-v3.6-release into blender-v3.6-release

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
5 changed files with 20 additions and 52 deletions
Showing only changes of commit 12a90e5593 - Show all commits

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@ -506,7 +506,7 @@ class ExportGLTF2_Base(ConvertGLTF2_Base):
export_bake_animation: BoolProperty(
name='Bake All Objects Animations',
description=(
"Force exporting animation on every objects. "
"Force exporting animation on every object. "
"Can be useful when using constraints or driver. "
"Also useful when exporting only selection"
),
@ -535,7 +535,7 @@ class ExportGLTF2_Base(ConvertGLTF2_Base):
name='Use Current Frame as Object Rest Transformations',
description=(
'Export the scene in the current animation frame. '
'When off, frame O is used as rest transformations for objects'
'When off, frame 0 is used as rest transformations for objects'
),
default=False
)
@ -543,7 +543,7 @@ class ExportGLTF2_Base(ConvertGLTF2_Base):
export_rest_position_armature: BoolProperty(
name='Use Rest Position Armature',
description=(
"Export armatures using rest position as joins rest pose. "
"Export armatures using rest position as joints' rest pose. "
"When off, current frame pose is used as rest pose"
),
default=True

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@ -16,7 +16,7 @@
bl_info = {
"name": "Sun Position",
"author": "Michael Martin, Damien Picard",
"version": (3, 5, 0),
"version": (3, 5, 2),
"blender": (3, 2, 0),
"location": "World > Sun Position",
"description": "Show sun position with objects and/or sky texture",

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@ -10,34 +10,8 @@ from mathutils import Vector
from math import sqrt, pi, atan2, asin
vertex_shader = '''
uniform mat4 ModelViewProjectionMatrix;
/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
in vec2 texCoord;
in vec2 pos;
out vec2 texCoord_interp;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
gl_Position.z = 1.0f;
texCoord_interp = texCoord;
}'''
fragment_shader = '''
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
uniform float exposure;
void main()
{
fragColor = texture(image, texCoord_interp) * vec4(exposure, exposure, exposure, 1.0f);
}'''
# shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
image_shader = gpu.shader.from_builtin('2D_IMAGE_COLOR')
line_shader = gpu.shader.from_builtin('2D_FLAT_COLOR')
def draw_callback_px(self, context):
@ -49,9 +23,6 @@ def draw_callback_px(self, context):
if self.area != context.area:
return
if image.gl_load():
raise Exception()
bottom = 0
top = context.area.height
right = context.area.width
@ -59,39 +30,36 @@ def draw_callback_px(self, context):
position = Vector((right, top)) / 2 + self.offset
scale = Vector((context.area.width, context.area.width / 2)) * self.scale
shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
coords = ((-0.5, -0.5), (0.5, -0.5), (0.5, 0.5), (-0.5, 0.5))
uv_coords = ((0, 0), (1, 0), (1, 1), (0, 1))
batch = batch_for_shader(shader, 'TRI_FAN',
batch = batch_for_shader(image_shader, 'TRI_FAN',
{"pos": coords, "texCoord": uv_coords})
with gpu.matrix.push_pop():
gpu.matrix.translate(position)
gpu.matrix.scale(scale)
shader.bind()
shader.uniform_sampler("image", texture)
shader.uniform_float("exposure", self.exposure)
batch.draw(shader)
image_shader.bind()
image_shader.uniform_sampler("image", texture)
image_shader.uniform_float("color", (self.exposure, self.exposure, self.exposure, 1.0))
batch.draw(image_shader)
# Crosshair
# vertical
coords = ((self.mouse_position[0], bottom), (self.mouse_position[0], top))
colors = ((1,) * 4,) * 2
shader = gpu.shader.from_builtin('2D_FLAT_COLOR')
batch = batch_for_shader(shader, 'LINES',
batch = batch_for_shader(line_shader, 'LINES',
{"pos": coords, "color": colors})
shader.bind()
batch.draw(shader)
line_shader.bind()
batch.draw(line_shader)
# horizontal
if bottom <= self.mouse_position[1] <= top:
coords = ((0, self.mouse_position[1]), (context.area.width, self.mouse_position[1]))
batch = batch_for_shader(shader, 'LINES',
batch = batch_for_shader(line_shader, 'LINES',
{"pos": coords, "color": colors})
shader.bind()
batch.draw(shader)
line_shader.bind()
batch.draw(line_shader)
class SUNPOS_OT_ShowHdr(bpy.types.Operator):

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@ -311,7 +311,7 @@ class SunPosAddonPreferences(AddonPreferences):
box = layout.box()
col = box.column()
col.label(text="Show options or labels:")
col.label(text="Show options and info:")
flow = col.grid_flow(columns=0, even_columns=True, even_rows=False, align=False)
flow.prop(self, "show_refraction")
flow.prop(self, "show_overlays")

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@ -432,10 +432,10 @@ translations_tuple = (
("fr_FR", "Projection inconnue",
(False, ())),
),
(("*", "Show options or labels:"),
(("*", "Show options and info:"),
(("scripts/addons/sun_position/properties.py:297",),
()),
("fr_FR", "Afficher les options et étiquettes :",
("fr_FR", "Afficher les options et infos :",
(False, ())),
),
(("*", "ERROR: Could not parse coordinates"),