Age | Commit message (Collapse) | Author |
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MSVC6
dude set proper deps ! :)
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MSVC6
Defensive way not to interfere with other (crystal) build systems
so .. i can maintain building bullet for blender on MSVC6 without spitting in
the "whateverbulletteamthinkstobenice" soup
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phew .. setting 'include pathes' in VS6 is real pain
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remember no GE for msvc6
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i'll give it to nils later on
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still no GE and still std::std::string in El'Beem
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removing dead files in el'beem however the "std::std::string" problem is still there
still no GE
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-no GE
-no OpenExr / hum.. may be that's why storing a PNG does not crash
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no GE right now ( need to adapt to erwins file reshuffle
so may be i wait a bit until he has his mind made up )
elbeem is running when you remove the extra std:: at some places
well the msvc6 preprocessor is not very smart
--> std:: is not a member of std:: :)
so i guess there is a "using namespace std" somewhere
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2. fixing MSVC6 projects to build
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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
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adding libtiff files to compile
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adding new files to project IMB_radiance_hdr.h radiance_hdr.c
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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
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blender_elbeem.lib in
,..\..\..\lib\windows\elbeem\lib
if it was there
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So the linker only misses performElbeemSimulation(..)
I can't create El'Beem.lib with msvc6 as discussed in ML
If you comment off the 2 calls in fluidsim.c
blender compiles with msvc6 projects again
with the complete fluid UI but simulation won't run
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{ hope it does not break builds .. mscv6 .. scons works fine here }
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add key.h + .c to project
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LOD_decimation.h for BKE_blenderkernel
BPY_python
waves good bye yo wave.c + .h
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point.c + .h coming
/me wonders if there ara any MSVC6er
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- drawarmature.c
- modifier.c, BKE_modifier.h
- DNA_modifier_types.h
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Note to intrr: pressing the lorem bug crashes here too, will trace later.
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DNA_makesdna.dsp was missing DNA_meshdata_types.h
BL_src.dsp was missing most of the BIF and BDR and BSE includes
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files mostly).
BPY_python.dsp need some changes too (adding Font.c and Font.h) but I've got other changes in there that I can't commit, so someone else will have to update.
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to make it look nicer in MSVC6
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looks 'claener' to me
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fixed some *includes*
with
#ifdef WIN32
#elif
#include <sys/time.h>
#endif
looks like MSVC6 does not need that include .. donno if cygwin builds will
so thats why i kept that *ifdef overhead*
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Didn't get any diff with cvs, had to use an evil switcheroo technique and then it worked.
MSVC 6.0 users should be able to compile out of the box now.
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rest of the code base uses pow too).
MSVC 6.0 Projectfile changes for zblur and new files in ketsji.
Also adding BL_src projectfile to the commit, apparently it's not up to date with transform_conversions.c but I have it ok here and don't get any diffs.
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/src to /include.
Split the conversion fonctions and sorting functions from transform.c into transform_conversions.c
Update MSVC 6.0 projectiles and SConscript accordingly.
Editview still included transform.h, replaced that for BIF_transform.h, the external include.
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Removing subsurf.c from the BKE_blenkernel project.
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only one problem remained;
the including of <MT_assert.h> in the NG_network project. So here's a fix.
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BIF_transform.h added in BL_src
Adding moto include paths to EXP_expressions
SDL include paths and correct python version for all targets in SCA_gamelogic
KX_RayCast.cpp/h in KX_ketsji
SumoPHYCallbackBridge.cpp/.h in PHY_Sumo
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