Age | Commit message (Collapse) | Author |
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when installing to a folder that already existed. Now the uninstaller
will remove only the files it has installed, and leave any other files
in the installation directory intact.
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blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
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* Windows installer not working for non-admin users and multiple users
* Addon scripts not installing next to user configuration
* Portable install not being taken into account in all places
The main problem was the windows installer was installing system scripts in
AppData next to the user configuration directory, which is not shared between
users. Now these are installed in ProgramFiles, and only addon scripts added
by the users go to AppData.
On all platforms, addon scripts were sometimes getting installed between
system scripts, because the scripts folder in the executable directory was
given precedence over the user configuration folder, that is no longer done
now. So addons now behave like user configuration, they are preserved even
if you download a newer build of the same blender version.
If you have an installation of 2.57 on windows, the addon install location
will not change until we do the version bump to 2.58, to avoid conflicts with
the existing the installed 2.57 version.
The old behavior of giving precedence to the local folder was done to support
portable install, where all configuration is written to the local folder. This
is now implemented differently: if and only if a "config" folder exists in the
local folder, portable install will be assumed, and files will only be written
to that local folder.
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- don't allow building if the LIBDIR is not found on mac/windows.
- by default use -O2 rather then -O3 for GCC release flags, was crashing some GCC versions and blender releases are supposed to use -O2.
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ffmpeg was compuled with faad now (aac support which keeps
libs gpl2 compatibile).
Updating library dependencies for buildbot rules.
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when a texface layer exists this still overrides the default material.
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__pycache__.
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added netbeans project file generator.
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Disabled by default.
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sequence plugins, as was already done for cmake, they don't work in 2.5.
This is a fix for last commit, this file shouldn't have been included.
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anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
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update debian spec for new icon location.
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Recommitted eltopo collision code (but disabled by default)
with Genscher's permission.
To use, you need to install liblapack and libblas
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Fixed typo for 64bit blenderplayer which caused undefined symbol gzopen64
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Use BF_NUMJOBS from user cinfigs rather than passing it as
command line argument.
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- use cores+1 threads
- do not clean build directories
- separate build directories for blender and blenderplayer
This should make compilation much faster and buildbot rebuild tag could
happen more often
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- link to release docs correctly from the splash page.
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discussed with Janne, Ton, Nathan and we agreed this kind of change at least needs discussion with module owners.
Its also too close to release to be making these kinds of changes.
commands used:
# reverse merge
svn merge -r36073:36072 .
# for some reason this gave a lot of property changes
svn revert `svn st | grep "^ M" | awk '{print $2}'`
# reverse merging didn't work here, removing while dir.
svn rm extern/eltopo/
# manually fixed conflict in
# ./source/blenderplayer/CMakeLists.txt
#
# also manually removed 2 lines from
# ./CMakeLists.txt
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for convenience.
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Plugged the eltopo library into the cloth solver.
I was playing with it earlier, and it's so easy to
use I decided to quickly put it in (trunk's) cloth.
See http://www.cs.ubc.ca/labs/imager/tr/2009/eltopo/eltopo.html
. The authors are on the bleeding edge of continuous collision
detection (one of them did ILM's cloth sim).
I
don't really have to time to plug it into softbody, particles,
bullet, fluid, etc, but doing so would be pretty straightforward.
I'll leave that up to someone else.
To use, turn on USE_ELTOPO (in cmake) or WITH_BF_ELTOPO in scons.
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all windows builds except for msvc2010
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generator work with mingw again
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own glew library.
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Force link to zlib for all platforms/tragets to be sure there'll
be no gzopen64 symbol undefined (it was in some dependend library, so
blenderplayer wasn't working in fedora 13 32bit)
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also update pacman spec.
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- Remove packed to buildbot_archive.zip archive file to keep scons install
directory as clean as possible (if i understood correct, this file isn't
actually needed in the future, so we could remove it just after packing rather
than cleaning install directory before packing as it's done for cmake)
- No need in scripts installation for linux slaves when preparing archive
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happpen before calling scons (hope, binaries wouldn't be overwritten by it)
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- Use the same config as we're using for release builds
- Added stipping (maybe it should be generalized)
- Not software gl packing, bot would be easy to add
Note, that you should have special environment to create
proper linux builts (which would work for everybody)
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mesh_utils.mesh_linked_faces()
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provided by Mike Sloman
from the patch report:
When building on Mac OSX with SCONS the Info.plist file is zero length and thus OSX cannot identify icons and file type associations.
The problems was in the execution of the "date" command to add times in the modified bundle name strings passed to sed. This failed and thus the info.plist file was overwritten with 0 length file.
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console when unwrapping.
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