Age | Commit message (Collapse) | Author |
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too (undefined function, assuming int, etc.)
This compiled fine with scons/msvc and scons/mingw (gcc 4.4.0). Please test and report any problems.
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* bring back 'player' libtype, after investigation with ideasman.
scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
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* 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.
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-r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
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Blender builds and links on Linux. For now without BGE and its player,
but that will come. Priorities are still a mess, so expect more commits
soon.
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projectfiles_vc9\blender\blender.sln solution, you just need to open that solution to compile everything with VS2008.
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work in the game player, now the IK lib is linked into the player.
Makefiles/Scons/CMake buildsystems have been updated.
Fix materials nodes to work in the game player.
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values on 64 bit, instead of range 0..1. Also a warning fix.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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the matrix library used didn't have a maximum iterations check for
degenerate cases.
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starting angle in some cases, but wasn't always noticeable due
to the IK solver changing it anyway.
Bugfix for hidden bones in pose mode still being active, and
preventing other bones from becoming active.
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==
Solving is now done independent of scale, by scaling the chain to have a
size of about 1.0. This solves some issues with small or big chains, and
also makes the IK stretch setting independent of scale. The latter breaks
backwards compatibility somewhat, but is an improvement over what it did
before.
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==================
This adds an extra target to the IK solver constraint to define the
roll of the IK chain.
http://www.blender.org/development/current-projects/changes-since-244/inverse-kinematics/
Also fixes a crashes using ctrl+I to set an IK constraint on a bone
due to the recent constraints refactor.
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All small patches submitted by Vladimar Marek (neuron)
Basically fixes up some headers for Solaris's compiler.
Kent
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* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
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Solaris CC compiler choked on wrong .h prototypes for functions using
'const' arguments.
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different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
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This should bring the projectfiles upto date for msvc7.
Moving these to version 7.1 so that the version 8 people don't have such a hard time importing into 2005.
Build intern.sln, extern.sln and then blender.sln. Enjoy. :p
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for 2 unused parameters in templated c++ code, that's just ridiculous.
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* 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
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IK: needed to change abs() to TNT::abs() (thanks brecht!)
Freetype: FT_ENCODING_UNICODE typecast to FT_CharMap (thanks intrr!)
header_image: missing include for liballoc stuff
Ketsji: needed to declare m_hitObject as public in KX_MouseFocusSensor.h.
This is probably the wrong thing to do, but KX_MouseFocusSensor.cpp
compilation fails on line 279 otherwise.
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module -- the previous method could be off pretty far.
- Added drawing of transparent surface for it, instead of just the border.
- Added "stretch IK", allowing bones not only to rotate, but also scale.
The "Stretch" value below the DoF buttons is used to enabled this.
- Some code tweaking: slightly simplified computation of transform for IK,
renamed chain to tree, removed unused pchan->ik_mat, ..
Internal IK module work:
- Do damping per DoF also based on stiffness, hopefully makes it converge
faster with very stiff joints.
- Instead of having two joints types (translational and rotational), now
all 6 DoF's can be enabled for one joint.
- Added limits for translational joints.
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- added edgehash stuff
- added new IK solver stuff (rebuild /intern)
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rotation, causing incorrect limits if there was already a pose transform.
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- Z-axis rotation limits were not working, was using wrong flag.
- Don't allow min limit to go over max, or vice versa.
- Fix for jacobian getting overwritten with IK clamping.
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Fix some warnings.
Merge with latest soc code.
What changed in IK lib:
Fully restructured, with components now as follows:
- IK_Solver: C <=> C++ interface
- IK_QSegment: base class for bone/segment with 0
to 3 DOF
- IK_QTask: base class for a task (currently there's
a position and a rotation task)
- IK_QJacobian: the Jacobian matrix, with SVD
decomposition, damping, etc
- IK_QJacobianSolver: the iterative solver
The exponential map parametrization is no longer used,
instead we have now:
- 3DOF and 2DOF XZ segments: directly update matrix
with Rodrigues' formula
- Other: Euler angles (no worries about singularities
here)
Computation of the Jacobian inverse has also changed:
- The SVD algorithm is now based on LAPACK code,
instead of NR, to avoid some problems with rounding
errors.
- When the problem is underconstrained (as is the case
most of the time), the SVD is computed for the transpose
of the Jacobian (faster).
- A new damping algorithm called the Selectively Damped
Least Squares is used, result in faster and more
stable convergence.
- Stiffness is implemented as if a weighted psuedo-inverse
was used.
Tree structure support.
Rotation limits:
- 3DOF and 2DOF XZ segments limits are based on a swing
(direct axis-angle over XZ) and twist/roll (rotation
over Y) decomposition. The swing region is an ellipse
on a sphere.
- Rotation limits are implemented using an inner clamping
loop: as long as there is a violation, a violating DOF
is clamped and removed from the Jacobian, and the solution
is recomputed.
Convergence checking is based now on the max norm of angle
change, or the maximum number of iterations.
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Don't start compiling yet!
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* converted files to .NET 2002
* removed unneeded projectfiles from bullet
* PHY_Bullet outputs to correct directories
* Bullet linked to activex and blenderplayer
* misc updates
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lot of casts, added prototypes, missing includes and some true errors
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- Added correct .libs to be linked to GP_Ghost
- Fixed incorrect library extensions for the linker (*.lib and not unix *.a)
- Projects have been set to be multi-threaded - projects were being linked to different versions of the CRT
- All projects are now linking to python 2.3 (this fixes an error regarding struct sizes in python)
- Removed invalid source paths from inclusion for the compiler
- Fix dependency issues with the GP_Ghost module
- Proper .dll's are now being copied to their respective locations for debug and release version of blender/blenderplayer
- Warnings have been set to level 2
- Import paths have been updated and organized for the compiler
- Duplicate import paths for the compiler have been removed
- Removed silly silly silly silly unix path-separators from window paths
- Post-Build scripts have been updated where neccessary (XCOPY is retatined)
- Fixed the output of various .lib files (PHY_Sumo and Yafray)
- PHY_Sumo now uses a .pch
- Removed #undef _DEBUG from debug builds :p
- FTF_Font is now contains a debug build and is being set to it's correct output path
- Blender/Blenderplayer/3DPlugin all linkto Debug libs where appropriate (instead of static release libs to avoid conflicts with the CRT)
- Python23_d.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- msvcrtd.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- Post-builds now clean up their mess
- ActiveX controller now builds
- BlenderPlayer now builds
- Internal libs now using .pch
- Moved the build directory from /blender/obj to ../build/msvc_7/ to follow precedence with scons builds
- Builds are now organized to follow precedence with scons builds with a /libs and a /intern /extern /source obj folders
- Set the proper build path for opennl
- Forcing BLO_loader source files to follow project defaults
- Added an 'extern' project that mimics the /make build of the 'intern' project
- Extern build includes solid and it's associated builds, ftgl, and freetype
- Added .vcproj files to /extern directory
- Added new extern.sln file to /extern directory
- All project now link to the built solid.lib from the extern project instead of lib/windows
- Removed uneeded XCOPYs commands from post-builds
- Added conditional Directory building to post-builds
- Freetype2 source commit (this is need for the building of a correct MFC linked version of the activeX controller as well as a correct release and debug build of the blender project)
- Ftgl is built and linked by the 'extern' project
- Intern/Extern project are now exporting their proper header files
- PHY_Physics is now linking to the correct set of header files (in build path not source)
- Makesdna builds object files into build directory now
- Projects are now ignoring the CORRECT versions of the CRT's :)
- Renderconverter is now outputting it's obj file to it's own directory instead of /render
- Gen_system is now being built to ../kernel
- BL_src_cre is now being built to /creator
- *.exp and *.ilk are now being cleaned up from linkers
- Libpng.dll and zlib.dll are now being copied to the /bin
- MTDLL build are now available for the correct projects
- ActiveX 3D Plugin now links correctly to solid and freetype2
- Corrected the Preprocessor #define that was labeled incorrectly in FTF_Font and Blender that was causing the FTGL libs to export dll calling conventions.
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for internal and external librarys
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for blender and added 2 new solutions configurations BlenderPlayer Release, Debug
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- set build_install_all as the default project (if you give me a quarter ill tell you how :)
- set SoundSystem to it's proper dependencies
- updated those silly silly unix path separators
- set project warning levels to something not so noisy
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Caught from the following warning:
In file included from IK_QChain.h:47,
from IK_QChain.cpp:44:
TNT/cmat.h: In function `void TNT::matmultdiag(TNT::Matrix<T>&, const TNT::Matri
x<T>&, const TNT::Vector<T>&)':
TNT/cmat.h:593: warning: left-hand operand of comma has no effect
Kent
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SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
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modes have been sanitised (ie. use .lib instead of .a). This update also makes the structure similar to the msvc6 projectfiles.
The new blender.sln is now found in directory projectfiles_vc7\\blender.
Update to the INSTALL file will follow soon.
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* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
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* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
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Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
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You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* Windows (jesterKing)
- builds with quicktime (optional)
- builds with openal (optional)
- builds with international support (optional)
- Use the DOS box to build
- builds with precompiled libraries
* Irix (Hos)
- Uses default Irix compiler
- Not all optimization levels correct yet
- options for quicktime, openal and international disabled
- builds with precompiled libraries
* Cygwin (me)
- has a problem in the linking stage
- uses free build tools (gcc)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* MacOS (sgefant)
- builds with quicktime (optional)
- options for openal and international disabled
- builds a nice bundle
- builds with precompiled libraries
Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
optional parts are only to be enabled by directly setting 'true' or
'false' in the SConstruct file. This needs to be moved to a user config
file. Also, the .o/.obj files are stored in the source tree. This needs
to be fixed as well.
The game engine is not yet built.
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