Issue here is that if there's a texture in the tree, chances are it has
already been set as active texture so groups are never traversed.
Now changed logic so that if a group node is active, its own active
texture takes priority over the parent group active texture.
Cleanest way here is not do bounding box collision for editmeshes at
all. Decision is taken because:
* Usually we want to do the snapping to the edited mesh anyway (when we
don't the mesh is skipped completely, so we don't need to worry for
extra checks)
* Bounding box is calculated from derived mesh. This means that for
subsurfed meshes for instance, the bounding box may be significantly
smaller than the size of the edit mesh.
Looks like the cleanest way to handle this is to no do bounding box collision
for edit mode at all. But this is easy to enforce
This reverts commit 7b5fe4f316.
Conflicts:
source/blender/editors/transform/transform_snap.c
Note: the custom UV option is only available when calling the operator
via a script. It's currently not exposed in the UI since it's intended
to be used by scripters
To test it:
bpy.ops.object.bake(type='UV', use_clear=True, uv_layer='MyNewUV')
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D546
When converting text to value, units' "value" had only 6 digits of precision,
leading to annoying loss of precision esp. when mixing big and small units
(like e.g. miles and inches).
Exposes all supported unit systems & types, and to_value()/to_string() functions.
Reviewed and enhanced by CampbellBarton, many thanks!
Differential Revision: https://developer.blender.org/D416
When autosnap mode was nearest frame or nearest marker, this was incorrectly
converting the units to seconds, making this display unusable for anything.
This revision extends the Freestyle Python API to make for style module writing
easier.
- freestyle.types.Stroke: A proper support for reversed() is implemented. It
works the same with other Python sequence objects (returns an iterator starting
from the end). This is in effect equivalent to Stroke.stroke_vertices_end().
- freestyle.types.StrokeVertexIterator: An incremented, decremented and reversed
method are added. The first two methods return a new StrokeVertexIterator
object that has been incremented and decremented, respectively. The reversed
method returns a new StrokeVertexIterator object that will traverse stroke
vertices in the opposite direction.
- freestyle.types.Interface0DIterator: Its constructor now accepts a Stroke
object to create an Interface0DIterator that traverses stroke vertices. This is
in effect equivalent to Stroke.vertices_begin(). The new API makes stroke
shaders involving function calls much simpler as illustrated below:
# in the old API
it = stroke.stroke_vertices_begin()
for vert in it:
result = somefunc(Interface0DIterator(it))
# in the new API
it = Interface0DIterator(stroke)
for vert in it:
result = somefunc(it)
Differential Revision: https://developer.blender.org/D545
Reviewers: kjym3