seems that somehow not having this is causing keyboard events to be caught by
SDL. This was removed because it broke addons that could use SDL, now set the
environment variable only temporary during SDL initialization.
This may have been causing issues with keyboard events getting missed in the
game engine, but I couldn't confirm the issue here.
normal and point parameter types of OSL shaders are creating SOCK_VECTOR sockets in the script node. When these sockets are in turn used to define the fixed input values for these parameters they get
converted as OSL vector always, losing the distinction of vector/normal/point. To prevent OSL rejecting the value due to type mismatch, explicitly define the parameter defaults in the OSL script node
compiler function as vector, normal and point (unused types will simply be ignored).
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
Reported by holy enigma
The previous commit in this area removed bounding box checks, because
they were done against primary monitor. Now do bound checks against
the entire desktop, or rather, the virtual screen. This is the bounding
rectangle of all the monitors.
This should ensure windows are always created within the confines of this
area.
On Windows the system window will be sized an positioned such that Blender screen area lower left
corner is at the requested location, and with dimension as requested.
Thanks to Alexander N. for reporting and Brecht van Lommel for input.
This should be (and is) done by the caller instead (windowmanager)
to ensure new windows fit properly on the desktop. Saving
stretched layouts and layouts with window over display
boundaries now becomes possible on Windows too.
This commit implement's OCIO's Looks idea which
is about applying some color correction on the
buffer before it get's affected by a display
transform.
This is mainly used to modify images in an
artistics way.
Currently we've got looks generated from film
response curves for all sorts of cameras.
Patch by both of me and Brecht.
- add missing headers from cmake (own omission)
- quiet rna_test.c unused define warnings.
- minor style edits
- spelling corrections and ignore all uppercase words with spell checking script.
* Avoid special code, when Subsurface is enabled.
Ideally we should only use the function, and get rid of the extra duplicate, but this is slower on CUDA.
give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.