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under linux / x11 / KDE.
The new behaviour in 2.34, not recreating the render window on re-render,
revealed that raising windows did not work under some window managers. Now the
"net wm extensions" are used if available, otherwise it will work the same way
as before (e.g. Gtk+ does this as well).
More info:
http://www.freedesktop.org/Standards/wm-spec
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Kent
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Kent
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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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those who work with visible dock where experimenting slowdown of UI when
blender window was overlapping dock.
now :
- check available space excluding dock
- create window with a 10 pixels border
- maximised mode is only 1 click away
This code is fixing only. Will review that when consensus will be found
about how we should create the window.
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if video card is open GL accelerated and has 16 Mo or more
start window in maximized mode wich is a full screen mode
but keeping access to other windows and sytem menu items
older comps start as usual
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(Patch from Peter den Bak)
http://projects.blender.org/tracker/index.php?func=detail&aid=1415&group_id=9&atid=125
Also release the OpenAL device & context. These were leaked before, and would cause an assertion.
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intern/SoundSystem/intern/SND_AudioDevice.cpp
Initalized a var that could fall through with no value.
source/blender/readblenfile/intern/BLO_readblenfile.c
source/blender/src/space.c
intern/SoundSystem/intern/SND_Scene.cpp
source/gameengine/Converter/BL_MeshDeformer.cpp
removed unused var's
intern/SoundSystem/openal/pthread_cancel.cpp
fixed a nested /*
source/blender/imbuf/IMB_imbuf.h
added static to the type returned for addzbufImBuf
source/blender/imbuf/intern/IMB_bmp.h
had a wrong prototype
source/blender/src/view.c
added newline at end of file.
source/blender/src/sequence.c
removed unused var
added #include <stdlib.h> to avoid:
warning: implicit declaration of function `abs'
initalized a var that could have been used without being set.
Kent
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http://crd.lbl.gov/~xiaoye/SuperLU/
This is a library to solve sparse matrix systems (type A*x=B). It is able
to solve large systems very FAST. Only the necessary parts of the library
are included to limit file size and compilation time. This means the example
files, fortran interface, test files, matlab interface, cblas library,
complex number part and build system have been left out. All (gcc) warnings
have been fixed too.
This library will be used for LSCM UV unwrapping. With this library, LSCM
unwrapping can be calculated in a split second, making the unwrapping proces
much more interactive.
Added OpenNL (Open Numerical Libary):
http://www.loria.fr/~levy/OpenNL/
OpenNL is a library to easily construct and solve sparse linear systems. We
use a stripped down version, as an interface to SuperLU.
This library was kindly given to use by Bruno Levy.
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This means that bug #1292 is alive again unless you define MT_NDEBUG
which I doubt many do.
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So now by default, assert is not used in moto code.
If you want to use assert (and stop blender if one fail),
define MT_DEBUG.
solve bug #1292 and better fix for #1260
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SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
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same stuff:
Basically use this instead of seperate sections for each platform.
ifeq ($(OS),$(findstring $(OS), "linux freebsd solaris"))
Kent
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- add solid include path to unix common makefile ... this is not FreeBSD
specific, so I'm a bit confused as this wasn't corrected before.
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SoundSystem depends on STR_*, but that was not checked, so you had to build twice to get all internal libraries built.
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as there is a conflict between openal and sdl (when compiled with cdrom
support), i had to disable support for cd playing using sdl on os x
for the time being.
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Now we're on the root of the problem. Ghost (OSX) didn't accept rawkeys
for the 1-2-...0 keys on a french keyboard. These have apparently different
symbols on it. (these silly french! :)
This commit intercepts the rawkeys in convertKey() call, and manually
makes sure theyre correctly mapped.
So: now french (spanish, etc) OSX users can finally use layer hotkeys! And
the popup menu shortcuts! :)
Tested & verified by Lukep. Merci!
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file paths.
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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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* Added SDL CD stuff to Open AL project (/me lazy)
* Made ketsji project find the python headers
* Added noise stuff to python project
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(half were DOS, half were UNIX).
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Updated Scons & Makefiles to cope
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I keep it to this file for the moment, since building this is not always successfull. So if you want to use this instead of the current method, set NEW_CSG in this file to true.
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were all the same and make sure all platforms see them.
Kent
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var instead) return (float)atof(something);
is now float x=atof(something); return x;
There is still another one(warning)in this file but hey its a start.
Kent
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SoundSystem. This stops SCons from complaining on Windows when building.
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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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* OpenAL support is now available on Linux. By default this feature is
disabled since it is only necessary when building the game engine. And the
game engine is disabled by default as well, so...
* Added 3 configurable options to config.opts. These apply to OpenAL settings.
NOTE: remove your current config.opts file to get the new options. (remember
your current settings though ;) )
2nd NOTE: All options* are now configurable via the config.opts file. If the
default settings for your platform are not correct, you should be
able to only update the config.opts file.
* FMOD is still not available - and I do not know if it is necessary to
enable this feature.
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Found it with Sun's compiler.
Kent
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to setWindowCustomCursorShape
Sun's compiler complained that it didn't return anything even though
it was suppose to.
Kent
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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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already!)
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- Fixed up the paths for "/lib/..." in csg.dsp
Quick note: Currently intern still builds the old lib (bsplib).
To compile the new lib (when everything is ready for it), uncheck
bsplib from the dependancies in build_install_all and replace with csg.
Will eventually drop bsplib completely - but not just yet :)
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blender through the 'C' api in csg/extern/CSG_Interface.h.
As mentioned earlier on bf-commiters mailing list, there is no current *nix make file only an msvc60 project file. I only have a linux box at work and to be honest I want to avoid doing any commits from there! So if some kind soul could sort it out that would be great.
Dependencies:
This code only depends on other stuff in the intern library, moto and memutils the CSG lib needs to have their include paths to compile. Other than that its completely self contained.
Acknowledgements:
To speed up the polygon-polygon intersection queries I've used some code (under the GPL) from freesolid2.0 this clearly marked in the appropriate files and Gino van den Bergen still owns the copyright to that material. The algorithm I used in based on one from Paul Nettle described on flipcode (www.flipcode.com) and I think his work was a derivative of the "Laidlaw algorithm"
There is also some basic 'ear clipping' triangulation code that unfortunately remains unatributable. I have no right to publish this code under the GPL nor BPL for that matter as I have no idea who the original authors are. Its just one of those random bits of internet code.
Warning!
The stuff used a lot of C++ template features, which on one hand makes it very generic but on the other means that some work will need to be done to get working with other compilters. The msvc60 compiler is not very compliant to the C++ standards with respect to templates so its very difficult to say if this code will compile out of the box on other platforms.
I still haven't committed modifications to booleanops.c in the blender code as without a working library to link to it will break the current build. This needs to be done first!
Improvements
This code is much simpler than the previous bsp implementation see intern/bsp and this old code should be deprectated/removed. However, whilst this implementation produces less triangles in the output than the bps algo, its still not an optimal solution. This is just hard to do and beyond my humble skills.
License:
Just to make it clear this stuff for the reasons mentioned above and for the fact I'm to mean to give the copyright away to BF is licensed under the GPL only.
Cheers,
Laurence.
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- [win32] python_include was missing, there was a double python_libpath. Corrected
- [win32] the soundsystem SConscript broke the win32 build.
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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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