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2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-11-29Scons Compiling Hack:Joshua Leung
Restoring the "evil src splitting hack" for scons+mingw systems. By default, it is not used, but if your system is choking when trying to link src, then add BF_SPLIT_SRC=1 to your user-config.py to use this hack.
2007-10-02== Sequencer ==Peter Schlaile
Added include compiler switches for windows to make pthread.h accessible and reverted Joshua's patch. (Joshua: the prefetch buffering has _nothing_ to do with FFMPEG!) If this still does not fix the problem, please send an email to me! I also fixed source\blender\src\sequence.c(1405) : error C2275: 'PrefetchThread' GCC is way to gracefully in latest versions... :)
2007-06-25This commit is a modified version of patch #6860Kent Mein
It adds read only dds support. (Writing will come later) Kent
2007-05-31=== SCons ===Nathan Letwory
FINALLY! With this commit command-length problems are History. Thanks go to xuru from #scons for giving the nice pointer. src is now again one lib, and further libsplitting should be rather unnecessary, unless we somehow reach the 37K limit (for internally used CreateProcess, by subprocess module)
2007-04-05=== SCons ===Nathan Letwory
* enable TWEAK_MODE with BF_TWEAK_MODE=1 on cmd-line. Can also be specified in user-config.py
2007-03-26All UI code reverted to drawnode.cRobert Holcomb
2006-11-29=Scons=Chris Want
I should have talked to joeedh before committing last time... This is an another attempt to fix the mingw long commandline issue on all versions of windows (I didn't realize that the 2k in Win2k refered to the length of the commandline). In this version, I break libsrc.a up so that no archive has more than 30 object files (adjustable with one line of code). I also fudge the priority numbers to ensure correct linking. This was done in a "guess the number" way until it worked, so please test and please check for correctness.
2006-11-28=Scons=Chris Want
A workaround for long commandlines that foil the mingw build: break the libsrc.a into two archives for that platform.
2006-11-14* undo commit from 27th of October. Fixing the long-paths issue worked only ↵Nathan Letwory
on a number of boxes, so from now on the BF_BUILDDIR=c:\b -way is the only way to properly get Blender built with scons/mingw.
2006-11-09This is really two commits but the first one is very small and affects oneKent Mein
file I modified for the other patch. So I'm being bad and combining them together. First one is added -lXi to LLIBS for solaris. (Makes it so it compiles again with the tablet stuff added) Second one is the real commit its an expansion of patch #4458 This adds optional ICONV lining to support international fonts in the file selector. Thanks to wisit venita (dripstone) I mostly just cleaned it up a little and made it optional via defines. Its currently turned off for all platforms except for solaris on scons. For scons see your config/(platform).py file look for WITH_BF_ICONV For the Makefiles look at source/nan_definitions.mk look for WITH_ICONV (basically you'll want to export WITH_ICONV=true and possibly set some other stuff) Let me know if there are any problems. Kent -- mein@cs.umn.edu
2006-10-27Apply patch #5127 by Joseph Eagar (joeedh)Nathan Letwory
* This addresses the long command-line problem when building with SCons/MingW on windows through a dosbox (cmd.exe). My test buildpath was: C:\Documents and Settings\nathan\My Documents\blender\build\win32-mingw Should be rather long enough, don't you think? /Nathan
2006-10-18Patch 5105 by Joshua Leung (Aligorith), slightly modified by meNathan Letwory
* Add WITH_BF_YAFRAY, which per default is 'true', so no visible changes for developers (and users). Set WITH_BF_YAFRAY to 'false', and you'll save some major compile time :) Also handy if you're strapped for memory and compilation fails on yafray compilation due to this. - this commit also has a few whitespace changes and - made BF_NO_ELBEEM a proper BoolOption. This will be renamed to WITH_BF_ELBEEM in the near future...
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.
2006-08-14[ #4035 ] patch to make scons compile with ffmpeg in mingwNathan Letwory
Submitted by Joseph Eagar (joeedh). windows/gcc ffmpeg library may need recompiling to support all codecs necessary (ie. H264 doesn't work).
2006-07-27Brush Datablock:Brecht Van Lommel
- Added a new Brush datablock, only used by image paint, but intended to be used in texture paint, vertex paint, weight paint and sculpt mode also. - Being a datablock, these brushes can be saved, appended and linked. They have a fake user by default, to make sure they are saved even if not selected. Image Painting: - Replaced the img module with C code in imagepaint.c - Airbrush is no longer a separate tool, but rather an option that can be used for soften, smear and clone also. - Blend modes mix, add, subtract, multiply, darken and lighten have been added, code taken directly from vertex paint. Note to project files maintainers: - The img module was removed from SCons and Makefiles, and this should be done in other build systems also. I'll wait to remove the module from cvs, to not break compilation.
2006-02-06FFMPEG defs was initialized as an array, a string was appendedPeter Schlaile
2006-02-05* Adds configuration buttons for ffmpeg-outputPeter Schlaile
* Large sequencer rewrite to support: - Audio-tracks, which are not completely loaded into memory (hdaudio) but kept on disk instead. - A dependency tree, that builds only the Imbufs, that are really needed - Cleaner sequencer code - Per instance data in sequencer plugins (without this, the Dynamic Noise Reduction plugin would be impossible) - A Luma Waveform display - A U/V scatter plot display - Memcache limiting in sequencer - Buttons changed according to the boosted framecount limit
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
+ BF_BUILDINFO=1 (by default) for build info in splash - remove redundant renderconverter include dir * check for win32-vc instead of only win32, so MingW compile goes ok
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
2006-01-24Scons changes needed to get it compile, works here! :)Ton Roosendaal
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-10Orange: tip from Nathan to get exr working in scons compiles...Ton Roosendaal
2005-12-22Big commit in orange: Interface icons for materials, texturesAndrea Weikert
world and lamp. Also for images in pupmenus. Also preparation for work on using preview images in imagebrowser. -- Andrea
2005-12-18Orange branch:Ton Roosendaal
Aye, the SConscript files need the new C files too. Note for later: MSVC needs fix too then!
2005-12-01Updated the sconscript for new file parametrizer.cMatt Ebb
2005-10-10Stage two of the giant animation recode project; Ipo/Action/NLA cleanupTon Roosendaal
-> Note; added 2 new c files (split editipo.c). MSVC needs upgrade. Impatient people can check the goodies in CMS: http://www.blender3d.org/cms/Action_and_NLA_editor.706.0.html Most work was on trying to unwind the spaghetti for editing ipos. Too much history and bad design got added here. Most evident changes: - made generic 'context' for detecting which Ipo is being edited, or to assign ipos or to retrieve ipo curves. - made generic insertkey() for all ipo types, including actions - shuffled a lot of code around to make things more logical. Also made sure local functions are not exported It is far from ready... when action/nla was added in Blender, a lot of duplicate code was generated. That's for another time. Now the goodies; - made Actions to allow any Ipo type - made NLA to define active actions, for Action window too - corrected timing for active action, so it shows the 'real time', as defined in NLA editor. I did update python code, but that would require testing. Testing is needed for this commit in general, too many changes happened on all levels of the animation system. :) Will keep track of all reports this evening, hopefully it doesnt break the pre-release schedule!
2005-09-18initial commit of the fluid simulator.Jean-Luc Peurière
Ton reviewed and gave his blessing. Zr, can you have a look ? see : http://projects.blender.org/tracker/?func=detail&atid=127&aid=3039&group_id=9 for initial comments. N_T : the solver itself (elbeem) needs some works to get rid of warnings
2005-09-10having a "mini gimp" in image editorJens Ole Wund
{ hope it does not break builds .. mscv6 .. scons works fine here }
2005-07-12ACK! Forgot to add the new drawarmature.c file. :)Ton Roosendaal
2005-07-03Result of 2 weeks of quiet coding work in Greece :)Ton Roosendaal
Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-06-20Updating with lorem.cJohnny Matthews
2005-05-05Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.Ton Roosendaal
Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-01Dependency graph patch, provided by Jean-Luc Peuriere.Ton Roosendaal
Works like a charm... well it now replaces the old base-sorting hack. :) Next stage will be to define how to further integrate it. Plus some minor code cleanups... static/internal functions versus external, etc.
2005-04-10Merged all the internal transform includes into transform.h and moves it to ↵Martin Poirier
/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.
2005-03-18Forgot to cvs add a file!Ton Roosendaal
Also did the SConscript file. MSVC users have to add this!
2005-02-14Small fix for new transform commit, scons complains about missing imagepaint.c.Brecht Van Lommel
This file is only in tuhopuu.
2005-02-14Initial new transform commit.Martin Poirier
Disabled behind defines. Uncomment //#define NEWTRANSFORM in transform.h to enable. Use at your own risk For more info, see Wiki: http://wiki.blender.org/bin/view.pl/Blenderdev/TransformRefactoring And tuhopuu mailing list: http://projects.blender.org/pipermail/tuhopuu-devel/ Notes for Ton (things that could need bulldozing: - TransData conversions. Objects is ok, but others could be rechecked. (some still use totsel). Need to add pose mode support. - Need more icons in the PET mode dropdown (in the 3D view header) for the new modes - Add new transform calls to Toolbox and Menus and the one right after Extrude. That's pretty much all I can think of now.
2004-11-08To end the issues with AA (International) Fonts; the .bfont.tff now isTon Roosendaal
compiled in (datatoc) and doesn't need installation anymore. Also reviewed weird path conventions for searching AA fonts; - U.fontdir is only used as standard search path for fileselecting - U.fontname stores only full path to AA font if used one - If a font cannot be found, it always falls back to the compiled in one - If .B.blend is saved with default font, U.fontname is not set Also added a button in usermenu "restore default". When this works as expected, I'll commit changes for installation too.
2004-10-06add outliner.c so new outliner stuff gets actually compiled in :)Nathan Letwory
2004-09-24EditMesh refactory + undo recodeTon Roosendaal
The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-19Service: SConscript file!Ton Roosendaal
2004-07-13Added LSCM UV Unwrapping:Brecht Van Lommel
http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
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.
2004-03-02Added OpenBSD3.x to the SCons build system.Nathan Letwory
2004-03-01SCons updatesMichel Selten
* 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.
2004-02-24SCons updatesMichel Selten
* Added the options to build (configurable via config.opts): - blender dynamic (default enabled), - blender static (default disabled). Not working because of a linking order problem. The /usr/lib/libGL.a and /usr/lib/libGLU.a flags need to be appended at the end of the link command, not directly after the linker. Mailed the SCons mail list for a possible solution. - blender player (default disabled). Not implemented yet anyway. - blender plugin (default disabled). Not implemented yet anyway. * Added the following variables to the config.opts: - OPENGL_STATIC. This flag is only needed when building blender static. - USE_BUILDINFO (true/false). Display build information in the splash screen. When enabled, it will always rebuild source/creator/buildinfo.c, so for compilation speed reasons, it is not adviced to enable this all the time. I had to make some adjustments specifically for the windows build (winblender.res) file. This file is only compiled when building the dynamic blender. I hope this is correct.
2004-02-23SCons updatesMichel Selten
* Removed the I18N_DEFINES from the config.opts file. This define is not a user setting. The defines depend on what options the user enables in the top of the config.opts file (USE_INTERNATIONAL). * Moved the defines to the correct SConscript files. Only the relevant libraries now use these defines. * Windows fix for the python settings. There were missing brackets [ and ] for these settings.
2004-02-21SCons updatesMichel Selten
* Almost all library settings are now available in the config.opts user option file. * All platform variables had to be updated to make this possible. Things are much clearer now, but I only was able to test the changes on Linux. I've tried to update all other platform variables, but things are most likely to be broken. Please contact me how to resolve the issues. Note: Before running scons, remove your existing config.opts file to get all new options.