Merge branch 'blender-v4.0-release'
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commit
79dc2c7672
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@ -464,9 +464,24 @@ extern "C" int GHOST_HACK_getFirstFile(char buf[FIRSTFILEBUFLG])
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// key window from here if the closing one is not in the orderedWindows. This
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// saves lack of key windows when closing "About", but does not interfere with
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// Blender's window manager when closing Blender's windows.
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//
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// NOTE: It also receives notifiers when menus are closed on macOS 14.
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// Presumably it considers menus to be windows.
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- (void)windowWillClose:(NSNotification *)notification
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{
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NSWindow *closing_window = (NSWindow *)[notification object];
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if (![closing_window isKeyWindow]) {
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/* If the window wasn't key then its either none of the windows are key or another window
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* is a key. The former situation is a bit strange, but probably forcin a key window is not
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* something desirable. The latter situation is when we definitely do not want to change the
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* key window.
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*
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* Ignoring non-key windows also avoids the code which ensures ordering below from running
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* when the notifier is received for menus on macOS 14. */
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return;
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}
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NSInteger index = [[NSApp orderedWindows] indexOfObject:closing_window];
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if (index != NSNotFound) {
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return;
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@ -24,17 +24,11 @@ class DefaultMaterialNodeParser : public NodeParser {
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NodeItem surface = create_node(
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"standard_surface",
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NodeItem::Type::SurfaceShader,
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{{"base_color", val(MaterialX::Color3(material_->r, material_->g, material_->b))},
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{"diffuse_roughness", val(material_->roughness)}});
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if (material_->metallic > 0.0f) {
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surface.set_input("metalness", val(material_->metallic));
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}
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if (material_->spec) {
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surface.set_input("specular", val(material_->spec));
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surface.set_input("specular_color", val(material_->spec));
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surface.set_input("specular_roughness", val(material_->roughness));
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}
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{{"base", val(1.0f)},
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{"base_color", val(MaterialX::Color3(material_->r, material_->g, material_->b))},
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{"diffuse_roughness", val(material_->roughness)},
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{"specular", val(material_->spec)},
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{"metalness", val(material_->metallic)}});
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NodeItem res = create_node(
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"surfacematerial", NodeItem::Type::Material, {{"surfaceshader", surface}});
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