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Jan 21 2021
Jan 14 2021
Jan 7 2021
Jan 6 2021
Rebase
Dec 9 2020
Switch double value for float
Dec 8 2020
Updated property description for clarity
Rebase
Dec 7 2020
Switched to copy_v3_fl as suggested and fixed an issue that was causing the seed value to have no effect.
Oct 7 2020
Sep 19 2020
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In D7283#190177, @Hans Goudey (HooglyBoogly) wrote:Are there any situations where the current behavior of adding all the vertex weights together and then clamping is actually preferred?
I'm not sure I like the idea of adding an option for behavior that most people expect anyway. (IMO the current behavior mentioned above of adding them up would not be expected)
If the option is necessary for performance I'd rather have a choice between "Nothing" and "Expected Behavior" than a choice between "Unexpected Behavior" and "Expected Behavior".
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Aug 6 2020
In D8397#206773, @swann (slumber) wrote:I just tested the patch, It seems that only animation on the active UV channel is working (the other channels have no animation displayed, just a static UV for each of them). Is it the expected behavior ?
Or should it enable the support for multiple animated UV channel export/import (Not only the active one) ?
Aug 5 2020
Jul 29 2020
Modified to include other data sets not just UVs.
Jul 28 2020
Jul 27 2020
Jul 21 2020
Jul 20 2020
Jul 18 2020
@Campbell Barton (campbellbarton) I fixed the variable misnaming. Any chance of this making it into 2.90? or is it awaiting reviews from other devs?
Jul 16 2020
Jul 15 2020
Jul 13 2020
Jul 10 2020
Jul 9 2020
Jul 8 2020
Jul 7 2020
In D8240#200120, @Hans Goudey (HooglyBoogly) wrote:Are you aware of D7517?
Jul 3 2020
Fixed the variable name to clnors as to be inline with the rest of the code.
Jul 2 2020
Jul 1 2020
Updated for new master.
Jun 17 2020
Jun 14 2020
Jun 11 2020
In T77750#951314, @Jacques Lucke (JacquesLucke) wrote:Looks like you forgot to upload the .blend file.
Jun 7 2020
Updated for new master.
Updated for new master.
Updated to match new master.
Jun 4 2020
May 28 2020
Changed to a single option boolean. I thought the current weight mixing was using the highest vertex weight, but I was wrong and it adds the weights together then clamps to 0-1. So I have simplified the added change to just an averaging option.
In D7283#190001, @Germano Cavalcante (mano-wii) wrote:Thanks for the patch.
I wonder how essential this feature is.
It’s good to keep in mind that there are still other Weld Modifier priority list items.
Among the advantages, this can bring some disadvantages:
- Very informative layout,
- Small overhead when merging vetices,
- More code to maintain.
Updated for new master.
May 26 2020
May 20 2020
May 10 2020
May 7 2020
Updated for new master.
May 1 2020
Apr 28 2020
Apr 18 2020
In D7439#179200, @Antonio Vazquez (antoniov) wrote:@Cody Winchester (CodyWinch) Do you have commits rights?
Apr 17 2020
Changed icon to texture icon
In D7439#179031, @Daniel Martinez Lara (pepeland) wrote:Tested! It's ok for me, it will be very useful.
My only concern is the X Y location behaviour, check the video
In D7459#179058, @Brecht Van Lommel (brecht) wrote:It functions as a subtract blend mode that is transparent itself.
Holdout is not a subtract blend mode. It's a mix between the destination color and zero, with the source alpha as the mix factor.
Which boils down to dst.rgba = dst.rgba * (1 - src.a).
Apr 16 2020
Apr 15 2020
Apr 6 2020
Modified for new master.
Apr 5 2020
Apr 3 2020
In D7283#175480, @Germano Cavalcante (mano-wii) wrote:It seems that vertex weights are already interpolated in the last master. Could you check?