Age | Commit message (Collapse) | Author |
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also fixes some compile errors on various systems.
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this allows for updating icons without committing a new PNG each time
(which is inefficient with git). The data files are converted into a
PNG at builds time and used just as they were before.
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kernel on the fly,
so autodetection is obsolete @buildtime. Leave in print for testing case
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The "languages" file was not copied, probably this was not noticed earlier
because it only affects clean builds.
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leave env set for OSX exclusive for now”
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Todo: perhaps unify this for all OS, but keep in mind:
Apple compiler versions may have other capabilities
than std gcc, llvm, clang ( other versioning also )
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This is needed to resolve the real used compiler from the compatibility shim’S or symlinks.
Also set the real CCVERSION as scons CCVERSION would only read the default one, which
is not useful for OSX
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submodule ), fix a compiler warning with clang < 5”
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- A richer Problem API.
- DynamicNumericDiffCostFunction.
- Faster ITERATIVE_SCHUR solver.
- Faster SCHUR_JACOBI preconditioner.
- Faster Jacobian evaluation.
- Faster visibility based preconditioning using single linkage clustering.
Also re-wrote rules for unordered collections detection,
should work on all platforms and compilers now :)
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Also removed .svn checks when it's not longer needed.
Some further tweaks (probably for OSX bundler) are
likely needed.
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It was just a temp thing to not break stuff
before final git migration.
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Made it so if there's release/datafiles/locale/po
folder, then all the .po files will be converted
to .mo at blender compile time and installed to
an appropriate location.
Uses small own implementation msgfmt which is
based on msgfmt.py from Python project, but also
supports contexts.
There's no functional changes for until we've
switched to use source .po files instead of
pre-compiled .mo.
P.S. Well, there's one change which is msgfmt.cc
being compiled even if it's not used, but
would rather not clutter code with checks
since pretty soon we'll use this program
anyway.
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env, also fix a longstanding misuse of MACOSX_SDK_CHECK in ceres, use MACOSX_SDK instead
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desired variables changed
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backend.
This means that if you have WITH_BF_QUICKTIME or WITH_CODEC_QUICKTIME enabled,
it will always use QTKit.
The old backend was only used on 32 bit OS X builds, now 32 and 64 bit builds will
give consistent input/output. On Windows or Linux quicktime isn't being used.
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xcode5, cause there is still gcc and llvm-gcc symlinks to clang, so env['CXX'] is bad test then
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The title says it all, now having curve mapping
enabled in color management settings wouldn't
force fallback from GLSL to CPU based color space
conversion.
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We now support the combined layer of Photoshop files (stored as layer 0
in the file). This way users can keep their files as multilayer PSD and
Blender always handle them as flat images.
For perfect alpha this requires an OpenImageIO update:
https://github.com/OpenImageIO/oiio/commit/342cc2633ff590a3bb278481c61ae798c7148361
Photoshop sample files:
https://github.com/OpenImageIO/oiio-images
Brecht has some pending fixes to push for OIIO as well, so we may as
well wait to update our libraries.
What works:
===========
* 8bit images (with or without alpha)
* 16bits images (alpha discarded)
* Photoshop files saved with 'Maximum Compatibility'
* Cycles, Blender internal, BGE (and player)
Known limitations
(due to OIIO dependency):
=========================
* Images with less than 4 channels show a wrong thumbnail (bug may be in OIIO)
* Packed images are not supported
* We do not write PSD files.
Note: old Blenders have support for PSD via Quicktime library. But due
to license issues this was discontinued.
Many thanks for Brecht van Lommel for reviewing the patch, suggesting
multiple improvements and to help solving the alpha issue.
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with sdk > 10.7 by using libgomp dynamic, which includes proper errorhandling vs. static. Before xtra linking to system libstdc++.6.dylib was needed, which then caused incompatibilities
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enabled.
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So now release archive will have this files included.
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5 only
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Thanks Brecht and Thomas for reviewing ;)
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targeted properly when
building 32bit Blender with 64bit compiler installed as well (MSVC).
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Crash was happening on windows platforms only and was caused
by some specifics about how CRT works.
Basically, blender and all of the .dll are compiled with /MT
flag, which means blender.exe and all .dll are using separate
environments. This makes it impossible to pass file descriptors
from blender to other dll, because it becomes invalid in the dll.
And this is exactly what was happening: OIIO was trying to open
movie file with all known plugins and one of them was zlib. And
the way OIIO was using zlib API is opening the file using Boost
and passing a file descriptor to zlib. And since zlib was a
dynamic library this lead to general issues using this descriptor
in zlib code.
Solved by linking to zlib statically. This allows to safely pass
file descriptor to zlib API. Alternative would be to compile all
the stuff with /MD flag, but that's much bigger and less robust
way to fix the issue.
Tested on windows using msvc2008, scons plus cmake both 32 and 64
bit versions. Seems to be working fine.
Further tweaks for mingw and msvc2012 could be needed tho.
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Conflicts resolved:
source/blenderplayer/bad_level_call_stubs/SConscript
Partly reverted changes to intern/cycles/blender/addon/ui.py in revision 52899
to make it easier to merge trunk changes.
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Resolved conflicts:
release/datafiles/startup.blend
source/blender/editors/space_nla/nla_buttons.c
Also updated source/blender/blenkernel/intern/linestyle.c as a follow-up of
recent changes for the use of bool.
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* Rename functions and move to own header.
* Add wrapper functions for glLight.
* Auto detect if we can use faster code for solid lighting.
* Various fixes for textured draw mode.
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Resolved conflicts:
release/scripts/startup/bl_ui/space_view3d.py
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code is still unused, but the intention is to use this to solve the double sided
lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0
eventually.
The code works and matches the fixed function lighting pretty much exactly, but
still needs optimizations. The actual integration in object draw will be
committed later when more fixing & testing, there's lots of different combinations
and unclear OpenGL state here.
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