Node specially useful for Texture correction.
This is also a nice example of a simple node made from scratch in case someone wants to create their custom nodes.
Review by Brecht.
inconsistent with similar functions & math notation:
mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)
For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
reviewed by Brecht, with help from Lukas.
Note: dot is reversed compared to Blender.
In Blender Normals point outside, while in Cycles they point inside.
If you use your own custom vector with the Normal Node you will see a difference.
If you feed it with object normals it should work just as good.
Point cache interpolation was using too early start frame in cases when target frame was a subframe. This appeared as random ghost particles when rendering particle animation with full sample motion blur enabled.
Object used to be parented to active camera which isn't very convenient when
working with witness cameras.
Now parent camera can be specified in constraint (if it's not specified, active camera is used)
- Bundles selection is now available for object's bundles
- If bundles selection wasn't changed in 3D viewport, fallback to regular
object selection, so objects behind bundles can be selected
- Snap cursor to selection now respects object's bundle selection
- Object and rack name now can be selected from list in constraint settings
- Added preset for tracks used for object tracking
Made Object Solver operator parent object to scene's camera. Behavior is pretty much
familiar to Child Of constraint -- it stores inverted transformation matrix which gives
constant offset in parent's space.
Current files would open incorrect, to make object aligned well again, just press
"Set Inverse" button in Object Solver constraint.
Fixed orientation operators so now they should work in all cases.
Also changed behavior of Set Origin operator which now sets origin to the median
point of all selected tracks/
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs.
To use the functionality change the bump mapping method to "best quality"
Previous "best quality" setting becomes "medium quality" now.
For non OpenGL 3.0 GPUs this becomes the same as "medium quality"
Also:
* added tooltip descriptions to the bump method settings.
* modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL.
Bicubic shader by Morten Mikkelsen. Thanks a lot!
Oh...and FIRST!
This commit adds new timecode type which counts frames in gapless mode (counting
actually decoded frames instead of using pts to find frame number) which might
resolve issues with files which have got broken or incorrect base time value stored
in the header.
This timecode allows to deal with movies from #29388: Abnormal frame length on MP4 files
Don't know why, but creating a dm when there was none broke multi hooks on curves (see #29567)... So as a valid dm is only mandatory for meshes when a vgroup is set, only create it in those cases!
Crash was caused by different types of buffers stored in tile in undo stack and in
image itself. Store type of buffer in tile, so byte tile wouldn't be applying on
float image anymore.
Issue was caused by direct call of transforn operator from extrude and duplicate,
made them macro of duplicate/exturde and transform, so now repeating works nicely.
use more api functions more (some vertex group editing functions were copied about), also make some functions int oapi calls.
- remove defgroup_find_index(), use BLI_findlink instead since they both work the same way.
- move static function getNearestPointOnPlane() to BLI_math api function closest_to_plane_v3()
- ED_vgroup_give_parray() added option to return an array where unselected verts are NULL (simplifies code & works for lattice when it didn't before).
- more consistant error checking of ob->actdef.