Merge branch 'master' into dev

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BasF0 2020-11-11 13:57:13 +01:00 committed by GitHub
commit d8440edd4d
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3094 changed files with 27803 additions and 8768 deletions

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@ -1,4 +1,4 @@
# Copyright (c) 2017 Ultimaker B.V.
# Copyright (c) 2020 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from UM.Math.Color import Color
@ -118,9 +118,9 @@ class SimulationPass(RenderPass):
elif isinstance(node, NozzleNode):
nozzle_node = node
nozzle_node.setVisible(False)
nozzle_node.setVisible(False) # Don't set to true, we render it separately!
elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible() and not node.callDecoration("isNonPrintingMesh"):
disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData())
elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
@ -201,7 +201,6 @@ class SimulationPass(RenderPass):
# but the user is not using the layer slider, and the compatibility mode is not enabled
if not self._switching_layers and not self._compatibility_mode and self._layer_view.getActivity() and nozzle_node is not None:
if head_position is not None:
nozzle_node.setVisible(True)
nozzle_node.setPosition(head_position)
nozzle_batch = RenderBatch(self._nozzle_shader, type = RenderBatch.RenderType.Transparent)
nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())