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2013-05-13Remplace bunch of annoying ifdefs in tracking.c with a libmv-capi_stub.ccSergey Sharybin
Makes code in tracking.cc much easier to understand and modify, without worring to breck compulation with Libmv disabled. It is still possible compilation will break due to libmv-capi changes, but that's not happening so much often.
2013-03-12Patch [#34373] Use i18n monospace font in Text editor and Python consoleIrie Shinsuke
This patch allows Blender to display i18n monospace font in the text editor and the Python interactive console. Wide characters that occupy multiple columns such as CJK characters can be displayed correctly. Furthermore, wrapping, selection, suggestion, cursor drawing, and syntax highlighting should work. Also fixes a bug [#34543]: In Text Editor false color in comment on cyrillic To estimate how many columns each character occupies, this patch uses wcwidth.c written by Markus Kuhn and distributed under MIT-style license: http://www.cl.cam.ac.uk/~mgk25/ucs/wcwidth.c wcwidth.c is stored in extern/wcwidth and used as a static library. This patch adds new API to blenfont, blenlib and blenkernel: BLF_get_unifont_mono() BLF_free_unifont_mono() BLF_draw_mono() BLI_wcwidth() BLI_wcswidth() BLI_str_utf8_char_width() BLI_str_utf8_char_width_safe() txt_utf8_offset_to_column() txt_utf8_column_to_offset()
2012-12-30Import the RangeTree library into externNicholas Bishop
RangeTree is a simple C++ tree set for storing non-overlapping scalar ranges. Original source from: https://github.com/nicholasbishop/RangeTree Also update the build systems to include RangeTree.
2012-11-27remove unmaintained eltopo, keeping scons/cmake entries, but commenting out ↵Campbell Barton
user visible config to make branch merging less of a hassle.
2012-08-02Remove old boolean operation moduleSergey Sharybin
Carve proved it's a way to go, so the time have came to get rid of old boolean operation module which isn't used anymore. Still kept BOP interface but move it to BSP module. At some point it could be cleaned up further (like perhaps removed extra abstraction level or so) but would be nice to combine such a refactor with making BSP aware of NGons. Tested on linux using both cmake and scons, possible regressions on windows/osx. Would check windoes build just after commit.
2012-02-18XDND support now can be disabled using WITH_GHOST_XDND=OFF with CMake and ↵Sergey Sharybin
WITH_GHOST_XDND=False with SCons Disabled on FreeBSD platforms due to some linking errors.
2012-02-17Drag-n-drop support on LinuxSergey Sharybin
This commit implements drag-n-drop support from external applications into Blender. Used xdnd implementation from Paul Sheer.
2012-01-16Carve booleans library integrationSergey Sharybin
================================== Merging Carve library integration project into the trunk. This commit switches Boolean modifier to another library which handles mesh boolean operations in much stable and faster way, resolving old well-known limitations of intern boolop library. Carve is integrating as alternative interface for boolop library and which makes it totally transparent for blender sources to switch between old-fashioned boolop and new Carve backends. Detailed changes in this commit: - Integrated needed subset of Carve library sources into extern/ Added script for re-bundling it (currently works only if repo was cloned by git-svn). - Added BOP_CarveInterface for boolop library which can be used by Boolean modifier. - Carve backend is enabled by default, can be disabled by WITH_BF_CARVE SCons option and WITH_CARVE CMake option. - If Boost library is found in build environment it'll be used for unordered collections. If Boost isn't found, it'll fallback to TR1 implementation for GCC compilers. Boost is obligatory if MSVC is used. Tested on Linux 64bit and Windows 7 64bit. NOTE: behavior of flat objects was changed. E.g. Plane-Sphere now gives plane with circle hole, not plane with semisphere. Don't think it's really issue because it's not actually defined behavior in such situations and both of ways might be useful. Since it's only known "regression" think it's OK to deal with it. Details are there http://wiki.blender.org/index.php/User:Nazg-gul/CarveBooleans Special thanks to: - Ken Hughes: author of original carve integration patch. - Campbell Barton: help in project development, review tests. - Tobias Sargeant: author of Carve library, help in resolving some merge stoppers, bug fixing.
2011-11-07Camera tracking integrationSergey Sharybin
=========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-11Fixes for Win+SCons and disable recastnavigationif game engine is disabled ↵Sergey Sharybin
in SCons
2011-05-17synched with trunk at revision 36569Nick Samarin
2011-05-02=trunk=Joseph Eagar
Recommitted eltopo collision code (but disabled by default) with Genscher's permission. To use, you need to install liblapack and libblas
2011-04-12revert Joseph Eagar's eltopo commits r36073, 36075 (& some minor edits)Campbell Barton
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
2011-04-10=cloth collisions=Joseph Eagar
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.
2011-02-25fix for scons with recent change to how BINRELOC is enabled via cmake.Campbell Barton
also add WITH_PYTHON define to qtcreator project generator until we get a way to add them properly.
2010-10-03synched with trunk at revision 32129Nick Samarin
2010-09-02Recast: add SCons build system.Benoit Bolsee
2010-08-30Finally change SConscript tabs to spaces.Nathan Letwory
2010-02-14prepare to remove ffmpeg stuff in externMartin Poirier
2009-09-25options WITH_LZO and WITH_LZMA for cmake and scons (default to true) ↵Campbell Barton
pointcache.c also needed to have checks for these defines.
2009-08-20Smoke:Daniel Genrich
* cache for low res (deactivating high res for now) * new way of view3d rendering of smoke (no longer 3 axes) -using 3dtexture now (introduced into gpu/intern) * introducing LZO and LZMA libs into extern (makefiles missing for now) * reducing memory usage after simulating for the frame ended (freeing temporary buffers) * splitting smoke into 2 modifier for the cache-sake (it cannot handle more than 1 cache on the same modifier-index) * no color on gui anymore * fixing non-power-of-2 resolutions (hopefully) * fixing select-deselect of domain drawing bug * fixing drawobject.c coding style (making Ton happy) ;-) HINT #1: If scons doesn't work -> cmakefiles are up-to-date, couldn't test scons (but i tried to mantain them, too) CODERS HINT #1: we really need a way to disable adding all modifiers through "Add Modifiers" dropdown! WARNING #1: before applying this commit, deactivate your SMOKE DOMAIN in your old files and save them then. You can open them then savely after that. WARNING #2: File and cache format of smoke can be changed, this is not final!
2009-06-21Spring CleaningCampbell Barton
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this. * removed deprecated solid physics library, sumo integrations and qhull, a dependency * removed ODE, was no longer being build or supported * remove BEOS and AMIGA defines and references in Makefiles.
2009-05-08Tweaks to build systems. Just some small cleanups...Kent Mein
Kent
2009-03-182.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r18677:19317 Notes: * Sequence transform strip uses G.scene global, this is commented out now, should be fixed. * Etch-a-ton code was most difficult to merge. The files already in 2.5 got merged, but no new files were added. Calls to these files are commented out with "XXX etch-a-ton". editarmature.c and transform_snap.c were complex to merge. Martin, please check? * Game engine compiles and links again here for scons/make/cmake (player still fails to link).
2009-02-25Building the game engine with Solid/Sumo is now optional for scons using ↵Campbell Barton
WITH_BF_SOLID. Now Sumo is has been deprecated for a while we might want to remove it for 2.5.
2009-01-042.5 / CleanupNathan Letwory
- remove Verse support. This will be brought back in The Future (probably jiri + me) This means 5k lines less in blenkernel. - fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
2008-10-01Disable building of fftwDaniel Genrich
2008-09-28Commiting fftw lib into extern for ocean patchDaniel Genrich
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-03== RED one (redcode) ==Peter Schlaile
This adds redcode (the file format of RED one, R3D) support to blender. Seems to work fine with the footage I found on the web, but keep in mind, that because of the unoptimized nature of libopenjpeg, frame decoding isn't that fast. It is also a rather challenging task, to make 4k-float-footage realtime :)
2008-04-20== FFMPEG / mp3lame ==Peter Schlaile
Added libmp3lame to extern. (Ton that was the last one for this release, promised :) )
2008-04-13== FFMPEG ==Peter Schlaile
Added XVid to trunk. Again: only works with scons.
2008-04-13== FFMPEG ==Peter Schlaile
Added H264-encoding support using libx264. Beware: it currently only works with scons and it needs nasm or yasm as an additional dependency!
2008-01-30Initial commit of cloth modifier from branch rev 13453Daniel Genrich
2008-01-18Linux only addition to know for sure the path of blender because sometimes ↵Campbell Barton
the Play button doesn't work depending on how blender is started. This uses binreloc - http://autopackage.org/docs/binreloc/ it should also solve the problem of python scripts not being found.
2007-09-27== FFMPEG ==Peter Schlaile
External ffmpeg would have linked against both internal and external libs.
2007-09-27== FFMPEG ==Peter Schlaile
Scons support for internal ffmpeg
2006-11-21==SCons==Nathan Letwory
Enable Bullet2 for Scons. This should work for all platforms, but please, test, test, test, test, test (ad infinitum)
2006-08-22* Patch #4909 by Joseph Eagar (joeedh)Nathan Letwory
- this patch adds verse support for SCons, which can be enabled by giving WITH_BF_VERSE=1, ie. on command-line - this patch also adds a custom lib dir possibility. From the patch description: "To set a custom ../lib dir, put LCGDIR="path to lib dir, including the platform folder name!" in your user-config.py." * Fixed win32-vc-config.py so that it links to the proper library. Reported by Brandano.
2006-03-01==SCons==Nathan Letwory
* WITH_BF_GAMEENGINE=0 implicitely means WITH_BF_BULLET=0 now
2006-02-24==SCons==Nathan Letwory
* compile game-engine libs only when actually enabled
2006-02-05* WITH_BF_GETTEXT and WITH_BF_FREETYPE are merged into WITH_BF_INTERNATIONALNathan Letwory
* typo in adding BF_OPENAL_LIBPATH, resulting in it not being added at all
2006-02-04== SCons ==Nathan Letwory
* This commit is all of the rewrite work done on the SCons system. For documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt. Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring contains valuable information, along with what still needs to be done. - linux, os x and windows compile now. - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py) - NOTE: Jean-Luc P will commit sometime during the weekend proper appit() for OS X. For now, copy the resulting binary to an existing .app bundle. - features: - cleaner structure for better maintenance - cleaner output during compile - better handling of build options - general overall speed increase - see the wiki for more info Cygwin, FreeBSD and Solaris systems still need work. For these systems: 1) copy a config/(platform)-config.py to ie. config/cygwin-config.py 2) set the proper defaults for your platform 3) mail me at jesterking at letwory dot net with you configuration. if you need any modifications to the system, do send a patch, too. I'll be giving first-aid today and tomorrow, after that it'll be all regular development work :) /Nathan
2005-08-02Added support for compiling BULLET with scons on windowsSimon Clitherow
using bandoler's patch as a basis (thanks!). A couple of notes: - This is for windows only, I did not have a chance to try linux yet. - SConscript for PHY_Bullet may need tweaking (plus support for other platforms), but at least it's in there :) Any problems, shout :)
2005-05-06* integrate bFTGL with SconsNathan Letwory
* add some ENV = os.environ's here and there (help those who have msvc toolkit installed) Note for OSX users: check from your config.opts the correct info for the precompiled ftgl lib is used.
2004-05-16Added #!/usr/bin/python standard script identifier to the start of ↵Kester Maddock
SConscript files. Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-03-10- [SCONS] Added building of qhull and Solid from extern when selecting the ↵Nathan Letwory
Solid gameengine. The gameengine has not been updated with the Tuhopuu2 one, so it is not wise to do that yet. This is in preparation for that and won't effect the current build process.