Merge branch 'master' into blender2.8

This commit is contained in:
Campbell Barton
2018-02-08 21:43:37 +11:00
2 changed files with 43 additions and 3 deletions

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@@ -0,0 +1,42 @@
<?xml version="1.0" encoding="UTF-8"?>
<component type="desktop">
<id>org.blender.Blender</id>
<launchable type="desktop">blender.desktop</launchable>
<name>Blender</name>
<summary>Free and open source 3D creation suite</summary>
<metadata_license>CC0-1.0</metadata_license>
<project_license>GPL-3.0</project_license>
<description>
<p>
Blender is the free and open source 3D creation suite. It supports
the entirety of the 3D pipeline—modeling, rigging, animation,
simulation, rendering, compositing and motion tracking, even video
editing and game creation.
</p>
<p>
Advanced users employ Blenders API for Python scripting to
customize the application and write specialized tools. Blender is
well suited to individuals and small studios who benefit from its
unified pipeline and responsive development process.
</p>
</description>
<url type="homepage">http://www.blender.org</url>
<url type="help">https://www.blender.org/support/</url>
<url type="bugtracker">https://developer.blender.org</url>
<url type="donation">https://www.blender.org/foundation/donation-payment/</url>
<screenshots>
<screenshot type="default">
<image>https://download.blender.org/demo/screenshots/blender_screenshot_1.jpg</image>
</screenshot>
<screenshot>
<image>https://download.blender.org/demo/screenshots/blender_screenshot_2.jpg</image>
</screenshot>
<screenshot>
<image>https://download.blender.org/demo/screenshots/blender_screenshot_3.jpg</image>
</screenshot>
<screenshot>
<image>https://download.blender.org/demo/screenshots/blender_screenshot_4.jpg</image>
</screenshot>
</screenshots>
</component>

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@@ -623,9 +623,7 @@ static size_t initialize_internal_images(BakeImages *bake_images, ReportList *re
/* create new mesh with edit mode changes and modifiers applied */
static Mesh *bake_mesh_new_from_object(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Object *ob)
{
if (eval_ctx->object_mode & OB_MODE_EDIT) {
ED_object_editmode_load(ob);
}
ED_object_editmode_load(ob);
Mesh *me = BKE_mesh_new_from_object(eval_ctx, bmain, scene, ob, 1, 2, 0, 0);
if (me->flag & ME_AUTOSMOOTH) {