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.
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@ -882,7 +882,7 @@ def remove_face_uv(verts, tri_list):
for ii, uv_3ds in unique_uvs[i].values(): for ii, uv_3ds in unique_uvs[i].values():
# add a vertex duplicate to the vertex_array for every uv associated with this vertex: # add a vertex duplicate to the vertex_array for every uv associated with this vertex:
vert_array.add(pt) vert_array.add(pt)
# add the uv coordinate to the uv array: # add the uv coordinate to the uv array
# This for loop does not give uv's ordered by ii, so we create a new map # This for loop does not give uv's ordered by ii, so we create a new map
# and add the uv's later # and add the uv's later
# uv_array.add(uv_3ds) # uv_array.add(uv_3ds)
@ -1084,7 +1084,7 @@ def make_track_chunk(ID, ob, ob_pos, ob_rot, ob_size):
construct a position, rotation, scale, roll, color or fov track.""" construct a position, rotation, scale, roll, color or fov track."""
track_chunk = _3ds_chunk(ID) track_chunk = _3ds_chunk(ID)
if ID in {POS_TRACK_TAG, ROT_TRACK_TAG, SCL_TRACK_TAG} and ob.animation_data and ob.animation_data.action: if ID in {POS_TRACK_TAG, ROT_TRACK_TAG, SCL_TRACK_TAG, ROLL_TRACK_TAG} and ob.animation_data and ob.animation_data.action:
action = ob.animation_data.action action = ob.animation_data.action
if action.fcurves: if action.fcurves:
fcurves = action.fcurves fcurves = action.fcurves
@ -1257,7 +1257,8 @@ def make_object_node(ob, translation, rotation, scale):
obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name))) obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0040)) obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0040))
# Flag 0x01 display path 0x02 use autosmooth 0x04 object frozen 0x10 motion blur 0x20 material morph 0x40 mesh morph # Flags2 defines bit 0x01 for display path, bit 0x02 use autosmooth, bit 0x04 object frozen
# bit 0x10 for motion blur, bit 0x20 for material morph and bit 0x40 for mesh morph
if ob.type == 'MESH' and ob.data.use_auto_smooth: if ob.type == 'MESH' and ob.data.use_auto_smooth:
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0x02)) obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0x02))
else: else: