Merging the node changes required a lot of conflict resolution, fixed the
issues I could find but if you want stability you might want to wait a bit
before updating.
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights
There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
Initially problem was caused by updated version of mingw-runtime which
changed behavior of snprintf and vsnprintf so %lf isn't anymore valid
for doubles.
According to manpages, %f is a correct format for snprintf for doubles.
- change short -> char for flags that support it.
- add pose 'temp' pointer to use for outliner drawing (was using 'prev' and restoring which seems dodjy)
* Added an optional array of MDeformModifier pointers, to avoid another search based on defgrp_idx.
* Split out "add/remove verts from vgroup" functions, preparing their move to deform.c (if their current form is validated!).
Also fixed a bug: when another set mode than "All Vertices" was used and resulting set of verts was empty, all vertices was used, instead of just returning org, unmodified data!
Use this to raise errors when assigning a string property fails even though the value to assign *is* a string.
Before:
TypeError: bpy_struct: item.attr= val: Object.name expected a string type, not str
After:
TypeError: bpy_struct: item.attr= val: Object.name error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\udce9' in position 23: surrogates not allowed)
- FindXML2 we had copied from another project was always running and not using cached value, rewrote based on template used for most of our other find modules which makes use of 'FindPackageHandleStandardArgs'
- mark statuc collada libs as advanced.
Volume pre-caching altered shared data simultaneously in multiple threads, causing invalid scattering results when "Asymmetry" value was used. The view vector is now passed as a function argument.
Problem was caused by CRLF line ending instead of LF line ending.
Re-generate pu_shader_material to use LF line ending and made gpu codegen
treat \r as space character.
* Show Rendered Viewport Shading only when the engine supports it.
Only enabled for Cycles now.
* Added RenderEngine flag RE_DO_RENDERED, which is an optional flag.
Exposed as bl_use_rendered in Python.
ToDo: When you are in Rendered mode and change to a engine which does not support it, the enum doesn't set properly to OB_SOLID.