[Bf-docboard-svn] bf-manual: [7678] trunk/blender_docs/manual: Merge branch 'blender-2.92-release'

Aaron Carlisle noreply at blender.org
Tue Jan 26 04:35:45 CET 2021


Revision: 7678
          https://developer.blender.org/rBM7678
Author:   Blendify
Date:     2021-01-26 04:35:44 +0100 (Tue, 26 Jan 2021)
Log Message:
-----------
Merge branch 'blender-2.92-release'

Modified Paths:
--------------
    trunk/blender_docs/manual/about/contribute/release_cycle.rst
    trunk/blender_docs/manual/compositing/types/groups.rst
    trunk/blender_docs/manual/physics/collision.rst
    trunk/blender_docs/manual/render/shader_nodes/converter/vector_math.rst

Property Changed:
----------------
    trunk/blender_docs/

Index: trunk/blender_docs
===================================================================
--- trunk/blender_docs	2021-01-26 03:31:24 UTC (rev 7677)
+++ trunk/blender_docs	2021-01-26 03:35:44 UTC (rev 7678)

Property changes on: trunk/blender_docs
___________________________________________________________________
Modified: svn:mergeinfo
## -1 +1 ##
-/branches/blender-2.92-release/blender_docs:7610-7671
\ No newline at end of property
+/branches/blender-2.92-release/blender_docs:7610-7677
\ No newline at end of property
Modified: trunk/blender_docs/manual/about/contribute/release_cycle.rst
===================================================================
--- trunk/blender_docs/manual/about/contribute/release_cycle.rst	2021-01-26 03:31:24 UTC (rev 7677)
+++ trunk/blender_docs/manual/about/contribute/release_cycle.rst	2021-01-26 03:35:44 UTC (rev 7678)
@@ -23,6 +23,30 @@
 giving 2 months to add documentation for new features of the next release, and another month to make improvements.
 
 
+.. highlight:: sh
+
+Switching Branches
+------------------
+
+To switch to the release branch use::
+
+   svn switch https://svn.blender.org/svnroot/bf-manual/branches/blender-{VERSION}-release/
+
+To switch back to the development branch use::
+
+   svn switch https://svn.blender.org/svnroot/bf-manual/trunk/blender_docs/
+
+
+Updating Branches
+-----------------
+
+To merge changes from the release branch to the development branch,
+first switch to the development branch and use::
+
+   svn merge https://svn.blender.org/svnroot/bf-manual/branches/blender-{VERSION}-release/
+   svn ci -m "Merge branch 'blender-{VERSION}-release'"
+
+
 Bcon Phases
 ===========
 

Modified: trunk/blender_docs/manual/compositing/types/groups.rst
===================================================================
--- trunk/blender_docs/manual/compositing/types/groups.rst	2021-01-26 03:31:24 UTC (rev 7677)
+++ trunk/blender_docs/manual/compositing/types/groups.rst	2021-01-26 03:35:44 UTC (rev 7678)
@@ -8,7 +8,7 @@
 Group
 *****
 
-:doc:`Group Nodes </interface/controls/nodes/groups.rst>` are a collection of nodes
+:doc:`Group Nodes </interface/controls/nodes/groups>` are a collection of nodes
 that can be combined into a single node while selectively exposing inputs of the embedded nodes.
 Group nodes can simplify a node tree by allowing instancing and hiding parts of the tree.
 

Modified: trunk/blender_docs/manual/physics/collision.rst
===================================================================
--- trunk/blender_docs/manual/physics/collision.rst	2021-01-26 03:31:24 UTC (rev 7677)
+++ trunk/blender_docs/manual/physics/collision.rst	2021-01-26 03:35:44 UTC (rev 7678)
@@ -152,6 +152,7 @@
 =====
 
 - Make sure that the normals of the mesh surface are facing towards the particles/points for correct deflection.
+  Negative scales on the object can have a similar effect. Make sure to recalculate the normals after applying the scale.
 - Hair particles react directly to force fields,
   so if you use a force field with a short range you do not need necessarily collision.
 - Hair particles avoid their emitting mesh if you edit them in *Particle Edit Mode*.

Modified: trunk/blender_docs/manual/render/shader_nodes/converter/vector_math.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/converter/vector_math.rst	2021-01-26 03:31:24 UTC (rev 7677)
+++ trunk/blender_docs/manual/render/shader_nodes/converter/vector_math.rst	2021-01-26 03:35:44 UTC (rev 7678)
@@ -24,11 +24,11 @@
 For instance, the *Scale* input is only available in the *Scale* operator.
 
 Vector
-   Input vector A.
+   Input vector :math:`A = \begin{pmatrix} A_x \\ A_y \\ A_z \end{pmatrix}`.
 Vector
-   Input vector B.
+   Input vector :math:`B = \begin{pmatrix} B_x \\ B_y \\ B_z \end{pmatrix}`.
 Scale
-   Input Scale.
+   Input Scale :math:`s`.
 
 
 Properties
@@ -39,20 +39,23 @@
 
    Add
       The sum of A and B.
+      :math:`\begin{pmatrix} A_x + B_x \\ A_y + B_y \\ A_z + B_z \end{pmatrix}`
 
    Subtract
       The difference between A and B.
+      :math:`\begin{pmatrix} A_x - B_x \\ A_y - B_y \\ A_z - B_z \end{pmatrix}`
 
    Multiply
       The entrywise product of A and B.
-      :math:`(A.x * B.x, A.y * B.y, A.z * B.z)`
+      :math:`\begin{pmatrix} A_x \cdot B_x \\ A_y \cdot B_y \\ A_z \cdot B_z \end{pmatrix}`
 
    Divide
       The entrywise division of A by B. Division by zero returns zero.
-      :math:`(A.x / B.x, A.y / B.y, A.z / B.z)`
+      :math:`\begin{pmatrix} A_x / B_x \\ A_y / B_y \\ A_z / B_z \end{pmatrix}`
 
    Cross Product
       The cross product of A and B.
+      :math:`\begin{pmatrix} A_y \cdot B_z - A_z \cdot B_y \\ A_z \cdot B_x - A_x \cdot B_z \\ A_x \cdot B_y - A_y \cdot B_x \end{pmatrix}`
 
    Project
       The projection of A onto B.
@@ -62,6 +65,7 @@
 
    Dot Product
       The dot product of A and B.
+      :math:`A_x \cdot B_x + A_y \cdot B_y + A_z \cdot B_z`
 
    Distance
       The distance between A and B.
@@ -68,12 +72,14 @@
 
    Length
       The length of A.
+      :math:`\sqrt{A_x^2 + A_y^2 + A_z^2}`
 
    Scale
       The result of multiplying A by the scalar input *Scale*.
+      :math:`\begin{pmatrix} s \cdot A_x \\ s \cdot A_y \\ s \cdot A_z \end{pmatrix}`
 
    Normalize
-      The result of normalizing A.
+      The result of normalizing A. The result vector points to the same direction as A and has a length of 1. If A is (0, 0, 0), the result is (0, 0, 0) as well.
 
    Wrap
       `Wrap <https://en.wikipedia.org/wiki/Rounding>`__.



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