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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
2006-01-30More simple fixes to cleanup warnings and what not:Kent Mein
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h added newline at end of file. intern/boolop/intern/BOP_Face2Face.cpp fixed indentation and had nested declarations of a varible i used for multiple for loops, changed it to just one declaration. source/blender/blenkernel/bad_level_call_stubs/stubs.c added prototypes and a couple other fixes. source/blender/include/BDR_drawobject.h source/blender/include/BSE_node.h source/blender/include/butspace.h source/blender/render/extern/include/RE_shader_ext.h added struct definitions source/blender/src/editmesh_mods.c source/gameengine/Ketsji/KX_BlenderMaterial.cpp source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp source/gameengine/Ketsji/KX_RaySensor.cpp removed unused variables; source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp changed format of case statements to avoid warnings in gcc. Kent
2006-01-30Use ALsizei/GLsizei to fix compile errors on mac / gcc 4.x.Brecht Van Lommel
2006-01-29Fix some of Stealth Apprent's warnings/errors and some extra little stuff.Kent Mein
here is a quick summary... Kent intern/bsp/intern/BSP_CSGMesh_CFIterator.h removed tri_index (unused variable) intern/bsp/intern/CSG_BooleanOps.cpp removed extra ; intern/string/intern/STR_String.cpp added <ctype.h> source/blender/blenkernel/BKE_writeavi.h moved things around so not doing forward declarations source/blender/renderconverter/intern/convertBlenderScene.c changed render.h to render_types.h source/blender/src/blenderbuttons.c source/blender/src/editgroup.c source/blender/src/meshtools.c added newline source/gameengine/Ketsji/KX_KetsjiEngine.cpp commented out include "PIL_time.h" code that requires it is commented out reading blender/src/writeavicodec.c (struct keyword to a couple of lines that needed it) and added: extern struct Render R; blender/renderconverter/intern/convertBlenderScene.c added extern Render R; added #include "rendercore.h" to get rid of undeclared shade_material_loop (Not sure if this is right but it fixes it. Did not fix this problem, is it alright to just pass NULL here or should we chan ge it to something else: init_render_materials' : too few gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp removed argument to dHashSpaceCreate commented out dWorldQuickStep since it does not exist
2006-01-28==compiling==Tom Musgrove
need this version to compile with cygwin...
2006-01-27doing MSCV6 project woodoo ( preparing orange --> bf migration )Jens Ole Wund
NOTE to Ton and Hos PLEASE do not try to merge any ot the MSVC6 project files (*.dsw ,*dsp) I have a plan to get it done with a minimum of pain thanks ole
2006-01-09Ton forgot a few modifications to the Scons and Makefile build systems.Kent Mein
These should make it so that other people can compile with OpenEXR support. (I also added the OPENAL fix erwin commited to bf-blender since I need it for my machine, and this syncs up the file) Kent
2005-12-04More work on the new unwrapper code (orange branch):Brecht Van Lommel
- There is now a (temporary) dropdown box in the image window header for switching between the old an new unwrapper code. So to test the changes described below you need to enable the new unwrapper code. - Pinning is now more predictable, if one uv is pinned, the others belonging to the same vertex are pinned also. - Live LSCM is much faster, since the LU factorization, the most expensive part of the computation, is now stored and reused (was Jens' idea). - Packing multiple uv charts is slightly improved, by doing a binary search over the texture width. This fixes the case where all the charts are packed at the bottom of the image. - LSCM now uses an angle based formulation, and the results seem somewhat different (maybe slightly better?), didn't find out why yet.
2005-12-01Orange branch commit.Brecht Van Lommel
This commit adds new underlying uv unwrapper code, intended to be more extensible. At the moment this has a re-implementation of LSCM. This has not been activated yet, since it doesn't add anything new. What's new is the stretch minimize tool from tuhopuu. It works by selecting some some uv's in the uv editor window, and then pressing ctrl+V. The uv's on the boundary stay fixed. More stuff will follow as I port it over & fix it.
2005-11-24- 'extern "C"' fix for MSVC as suggested by StephaneNils Thuerey
2005-11-23- solver now supports animated time steps, gravityNils Thuerey
and viscosity, an example can be found here: http://www10.informatik.uni-erlangen.de/~sinithue/temp/fluid_timeanim.mpg - for simulation time animation the time IPO of the object is currently used, for all three there should probably be new ipos in the fluidsim struct - started the API in elbeem.cpp, to get rid of parser & export via HD (it's not yet used)
2005-11-21Changed powf to pow. (For Solaris)Kent Mein
Kent
2005-11-17Fix for bug #3414 provided by Lewis Saunders.Chris Want
It appears that removing the 'int level' field from the MemHead struct caused alignment issues for gcc builds of blender on Irix (zr, who removed this field, commented that this problem might occur, and sure enough it did happen). I've renamed the field from 'level' to 'pad' to reflect that it has no meaning beyond addressing alignment issues.
2005-11-17some more msvc6 magicJens Ole Wund
2005-11-12Bjornmose's fixes for making booleans compile on MSVC 6.Alexander Ewering
Thanks!
2005-11-11special service for msvc6 projectsJens Ole Wund
post build step for booleans --> copy boolop.lib to lib folder _foo_/lib/windows.. enabeling bullet for GE wants to link with _foo_/lib/windows/bullet/lib/bullet3.lib you have to build it with continuous.dsw in exten/bullet and copy it manually there since bullet is exten i think no automagic in place here
2005-11-11Removal of ugly_nvidia_hack for OSX Nvidia systems. Apple has fixed thisTon Roosendaal
bug in 10.4.3 now.
2005-11-09fixing msvc6 projects to compile againJens Ole Wund
2005-11-09adding msvc6 project to boolopsJens Ole Wund
2005-11-09- replaced values.h by float.h/limits.h as suggested by Hos,GSR,UnNamedNils Thuerey
2005-11-09- forgot to enable mac compile fixNils Thuerey
2005-11-09- popup menu now aborts by defaultNils Thuerey
- changed directory/prefix input (only 1 string instead of two, more similar to render output settings now) - changed reading/writing of surface files - slightly enhanced surface smoothness
2005-11-06I seem to have problems with the distinction between else and #else today.Chris Want
My apologies!
2005-11-06Use limits.h and float.h on *bsd instead of values.h.Chris Want
On this subject (and thanks to GSR for research) on debian the values.h has the following warning: /* This interface is obsolete. New programs should use <limits.h> and/or <float.h> instead of <values.h>. */ Should values.h be used at all?
2005-11-03project file updateJoseph Gilbert
*Added the boolop project
2005-11-01-- avoid some divide-by-zero errors/assertions in boolean modifiers whichKen Hughes
caused "Trace/BPT trap" errors (don't normalize zero-length vectors)
2005-10-30Support for adding elements in random positions in an opennl matrix.Brecht Van Lommel
Also some code formatting.
2005-10-29fixing case issue for blender_BOP.lib to blender_bop.libJohnny Matthews
2005-10-29Scons files for BoolopJohnny Matthews
also a fix in BOP_Material so that MSVC won't complain about template issues
2005-10-29(Hopefully) last part of Booleans commit.Alexander Ewering
Please update, compile (make) and test.
2005-10-29New files from new booleansAlexander Ewering
2005-10-28Somehow, most files are missing from this commit, and I have no idea why,Alexander Ewering
so there will be more files following. Anyway: NEW BOOLEANS from Google Summer of Code (Courtesy of Marc Freixas) Known problems: - Random freezes while using them as a modifier. This may not be directly related to modifiers though - it's maybe just the huge number of operations that leads to a higher probability of triggering a bug - Static booleans (the first 3 entries in the WKEY menu) are borked anyway, this is not due to this commit. - Errors when exiting Blender (dupli_alloc stuff), is not related to this commit, either. Please test if everything works, and check the other build systems, I only know that make works. Also, compare the results of, say, cube-cylinder, in old and new booleans :)
2005-10-26- hopefully fixed osx compilation by forcing compilationNils Thuerey
with a single file again (intern/elbeem/intern/solver_main.cpp includes intern/elbeem/intern/solver_init.cpp and intern/elbeem/intern/solver_util.cpp when __APPLE_CC__ is defined) - minor cleanup of inlined functions
2005-10-25updated elbeem project for new / removed filesJens Ole Wund
2005-10-25Only restructured code:Nils Thuerey
- added Hos fixes - split up solver into 3 cpp files (as suggested by jonathan) - de-inlined function that caused gcc33 to use >1GB of memory
2005-10-20fix for Game engine bug #1961 furnished by Josh Nimoy.Jean-Luc Peurière
Thanks. Although the fix is not perfect (lacks screen requisition safeguards), it does indeed allow to run game engine fullscreen
2005-10-11looks like the warning fix caused problems so reverting it.Kent Mein
Kent
2005-10-11A couple of small fixes to get things working on solaris.Kent Mein
added #include <ieeefp.h> similar to where its included in other files. (made an ifdef that matches other includes of the same file) solaris does a lot of type overloading so there is no expf its just exp so I added a #define expf exp wrapped in an ifndef Finally, I fixed a warning in cfglexer.cpp about multiply defined yy_wrap functions. Kent
2005-10-10msvc6 project file suite complete againJens Ole Wund
2005-10-10Projectfile updateJoseph Gilbert
* added new file to elbeem project
2005-10-10- minor solver fix for msvc compilationNils Thuerey
- added pop up menues for fluid sim bake with no fluid objects or without valid output dir settings - fixed 3d view redraw for fluidsim buttons
2005-10-10- fixed fluidsim inflow speed initNils Thuerey
- fixed intersecting fluid objects init - added MSVC6 fixes from bjornmose (thanks!)
2005-10-10- added option to switch off compiling elbeem to scons files (set ↵Nils Thuerey
USE_FLUIDSIM=true) in this case only the new blenderdummy.cpp and utilities.cpp have to be compiled - restructured gui: * domain options split up into 2 sections * added compressibility and refinement settings * added inflow/outflow object types - increased progress bar by 1
2005-10-05added elbeem though it won't compile without modificationsJens Ole Wund
thus i did not add to dependencies but still a nice reminder to build it at times
2005-10-03again an intermediate solution for the msvc6 buildersJens Ole Wund
added msvc6 project file for builing elbeem NOTE: it won't build unless some spots in elbeem code are cangend see --> fixing elbeem to build on msvc6 http://projects.blender.org/pipermail/bf-committers/2005-September/011952.html [quote] And no.. i won't set up a msvc6 project for building blender_elbeem.lib until things calmed down a bit. [/quote] well i did for me to continue work, why not share. if you do *rebuild all* in this project (release mode) on success will do a post build step which will copy blender_elbeem.lib to the lib/windows..blah folder such that the msvc6 (blender) project will find it for happy linking. it even #defines MSVC6 so all the above changes could be nicly hidden behind that ( my local tree does so ) but it is on Nils to decide if he wants his code to be *pested*.
2005-09-29projectfile update to elbeemJoseph Gilbert
* fixed lib paths * removed files * fix preprocessor define
2005-09-28- corrected MSVC6 fix in ntl_vector3dim.h (caused problems with SDL includes)Nils Thuerey
- removed print from SConscript
2005-09-28- removed some unecessary files & codeNils Thuerey
- debug output now controlled globally by elbeem debug level (BLENDER_ELBEEMDEBUG environment var), also for fluidsimBake and read/writeBobj - debug output is written to file for WIN32 - added "for" and "vector" etc. defines for MSVC6 (I couldnt get hold of the compiler itself, so not tested yet)
2005-09-26Project file update for elbeemJoseph Gilbert
Warning clean up of python project
2005-09-23- merged latest version of fluid solverNils Thuerey
(fixed shadowed variables warnings, removed cfgparser.hpp, added cfgparser.h, removed debugging output) - added support for env. var BLENDER_ELBEEMDEBUG to enable debugging output again - fixed missing triangle display (marching cubes produced v3=0 triangles) - fixed geometry init bug (nearest intersection check for intersecting objects was messed up) - changed position of derived mesh creation in DerivedMesh.c (for some reason the useDeform code is necessary, without it or with useDeform=0 nothing is displayed) - 3dviews now update every 2 seconds to show simulation progress - note: mesh_strip_loose_faces(me); in ./source/blender/blenkernel/intern/mesh.c:937 not necessary anymore?