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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
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Merge branch 'master' into feature-backup-manager
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commit
efe41a536d
@ -83,15 +83,8 @@ class DiscoverUM3Action(MachineAction):
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@pyqtProperty("QVariantList", notify = discoveredDevicesChanged)
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@pyqtProperty("QVariantList", notify = discoveredDevicesChanged)
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def foundDevices(self):
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def foundDevices(self):
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if self._network_plugin:
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if self._network_plugin:
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# TODO: Check if this needs to stay.
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if Application.getInstance().getGlobalContainerStack():
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global_printer_type = Application.getInstance().getGlobalContainerStack().getBottom().getId()
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else:
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global_printer_type = "unknown"
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printers = list(self._network_plugin.getDiscoveredDevices().values())
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printers = list(self._network_plugin.getDiscoveredDevices().values())
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# TODO; There are still some testing printers that don't have a correct printer type, so don't filter out unkown ones just yet.
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#printers = [printer for printer in printers if printer.printerType == global_printer_type or printer.printerType == "unknown"]
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printers.sort(key = lambda k: k.name)
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printers.sort(key = lambda k: k.name)
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return printers
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return printers
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else:
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else:
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@ -67,7 +67,7 @@ Column
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HeatedBedBox
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HeatedBedBox
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{
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{
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visible: {
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visible: {
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if(activePrinter != null && activePrinter.bed_temperature != -1)
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if(activePrinter != null && activePrinter.bedTemperature != -1)
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{
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{
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return true
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return true
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}
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}
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@ -25,9 +25,9 @@ fragment =
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highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
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highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
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vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
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vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
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encoded.b = floor(distance_to_camera / 65536.0);
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encoded.r = floor(distance_to_camera / 65536.0);
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encoded.g = floor((distance_to_camera - encoded.b * 65536.0) / 256.0);
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encoded.g = floor((distance_to_camera - encoded.r * 65536.0) / 256.0);
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encoded.r = floor(distance_to_camera - encoded.b * 65536.0 - encoded.g * 256.0);
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encoded.b = floor(distance_to_camera - encoded.r * 65536.0 - encoded.g * 256.0);
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gl_FragColor.rgb = encoded / 255.;
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gl_FragColor.rgb = encoded / 255.;
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gl_FragColor.a = 1.0;
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gl_FragColor.a = 1.0;
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