Merge branch 'master' into blender2.8
This commit is contained in:
42
release/freedesktop/org.blender.Blender.appdata.xml
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42
release/freedesktop/org.blender.Blender.appdata.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<component type="desktop">
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<id>org.blender.Blender</id>
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<launchable type="desktop">blender.desktop</launchable>
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<name>Blender</name>
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<summary>Free and open source 3D creation suite</summary>
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<metadata_license>CC0-1.0</metadata_license>
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<project_license>GPL-3.0</project_license>
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<description>
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<p>
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Blender is the free and open source 3D creation suite. It supports
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the entirety of the 3D pipeline—modeling, rigging, animation,
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simulation, rendering, compositing and motion tracking, even video
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editing and game creation.
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</p>
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<p>
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Advanced users employ Blender’s API for Python scripting to
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customize the application and write specialized tools. Blender is
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well suited to individuals and small studios who benefit from its
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unified pipeline and responsive development process.
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</p>
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</description>
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<url type="homepage">http://www.blender.org</url>
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<url type="help">https://www.blender.org/support/</url>
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<url type="bugtracker">https://developer.blender.org</url>
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<url type="donation">https://www.blender.org/foundation/donation-payment/</url>
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<screenshots>
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<screenshot type="default">
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<image>https://download.blender.org/demo/screenshots/blender_screenshot_1.jpg</image>
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</screenshot>
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<screenshot>
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<image>https://download.blender.org/demo/screenshots/blender_screenshot_2.jpg</image>
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</screenshot>
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<screenshot>
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<image>https://download.blender.org/demo/screenshots/blender_screenshot_3.jpg</image>
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</screenshot>
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<screenshot>
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<image>https://download.blender.org/demo/screenshots/blender_screenshot_4.jpg</image>
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</screenshot>
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</screenshots>
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</component>
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@@ -623,9 +623,7 @@ static size_t initialize_internal_images(BakeImages *bake_images, ReportList *re
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/* create new mesh with edit mode changes and modifiers applied */
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static Mesh *bake_mesh_new_from_object(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Object *ob)
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{
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if (eval_ctx->object_mode & OB_MODE_EDIT) {
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ED_object_editmode_load(ob);
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}
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ED_object_editmode_load(ob);
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Mesh *me = BKE_mesh_new_from_object(eval_ctx, bmain, scene, ob, 1, 2, 0, 0);
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if (me->flag & ME_AUTOSMOOTH) {
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