Age | Commit message (Collapse) | Author |
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https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-mxcurioni (r22789) and
https://svn.blender.org/svnroot/bf-blender/trunk/blender (r23338)
with the "Ignore ancestry" and "Ignore line endings" options enabled (using
TortoiseSVN on Windows).
After the merge operation, all changes (i.e., deletion) in source/blender/freestyle/
were reverted in order to keep the primary source tree of the Freestyle renderer.
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some Freestyle-related pointers, which led to a crash when the
rendering was initiated or the Freestyle panel (in the Scene buttons)
was redrawn.
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of running Blender in the background rendering mode using the '-b'
command option.
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Kent
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- cleanup of boolean usage - use True and False now instead of 'true'/'false' or 0/1
- changed SConscripts accordingly
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and when blender is compiled with SDL.
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the commandline 'nmake' to build blender on windows -- please test!
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when the sources are configured with OpenEXR support.
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libtiff init was missing on "Play anim", causing it to not read tiffs.
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* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
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a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.
In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!
Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
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Commit patch #7788, allow to set the render step, so it's
possible make render every N frames only.
The step is change in Scene buttons (F10), below start and
end frame buttons.
Also add a command line options (-j), so it's possible to
overwrite the file step (useful for renderfarm).
[ Brecht, this work with OpenGL renders and simulated
the skipped frames, please double check ]
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Bug #17599:
Summary: Python constraints, good in 2.46 not working anymore in 2.47
http://projects.blender.org/tracker/?func=detail&atid=125&aid=17599&group_id=9
Improved my old hack to avoid frame changed scriptlinks from running when rendering stills, should fix this bug. It also causes REDRAW scriptlinks to be executed during renders, but that conforms to how FRAMECHANGED ones work.
BTW: this can still be improved. The current system meant to disable all Python functionality at once needs imo to be replaced by one that allows to enable / disable per feature (scriptlinks, pyconstraints, pynodes, etc.). A better way to inform scriptlinks about what is going on (render, anim, render anim, etc.) would also help. Will discuss with others.
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a window manager did not work anymore since 2.46.
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scripts can be relative to the current path.
- was alredy doing this for blendfiles, but better to have in its own function.
header_text.c - renamed PATH_MAX, was defined by system includes.
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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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the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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Render/postrender events were missing from bg rendering (and also from rendering called inside scripts). Found this because of bug #17389, the code to prevent race conditions with pynodes is currently inside BPY_do_all_scripts (that runs scriptlinks) and so was not being called in bg mode or rendering via scripts.
http://projects.blender.org/tracker/?func=detail&atid=125&aid=17389&group_id=9
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FIXED_THREADS has previously been turned on
Command line threads now override blendfile setting in background mode.
Command line Threads greater then 8 are now clamped.
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GLEW
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Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
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Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
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Originally the only way to run scripts automatically was with scriptlinks, which could be disabled for loading untrusted blend files.
Since then PyDrivers and PyConstraints would run even when G.f&G_DOSCRIPTLINKS was disabled.
Gensher, Theeth and Ianwill agree its acceptable to reuse the flag for other areas python runs automatically.
PyNodes still have no way to be disabled, (todo before 2.46a)
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[#10529] -p command line option fix
[#8844] Glossy controls Python API
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was calling screenmain() before executing the python script which meant it was never executed (therefore no crash :) )
Moved screenmain() back to the the end of main() and added a TESTBASELIB_BGMODE which checks for G.vd and uses the scene layer if its not there. Of course python should not be running stuff that uses G.vd :/
Also made python scripts stay attached to screens when LOAD UI is disabled. This means you can load a new blend file and the python console can stay open, has been tested for a while in the apricot branch.
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- fixed CMAKE files for Win32 for new ffmpeg libs
- ignore libc in debug build.
TODO: debug build with OpenEXR still fails with unresolved externals due to /MTd flag.
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with 64bit os's
Also use Py_ssize_t which we might need to define for older python's
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blenders screen needs initializing before running python scripts when not in background mode.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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Documented obscure environment variables
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missing a return.
For *nix sustems, recent physics pointcache refactor uses stdio.h's remove() rather then system("rm -f ...") for removing files, since it was a lot slower for removing pointcache.
Ton used the system command because there was some problem using remove() ~6years back, but he cant remember why, (maybe its not a problem now)
Simple error, remove wasn't returning a value, but keep an eye out for problems removing files, and if anyone can reproduce the "Unable to make version backup" problem when saving, we should look into it.
Also added a note about using # in the output path for blenders command line help text.
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[#8766] Scons build does not take into account WITH_BF_OPENEXR for
source/creator
Submitted By: Stephane SOPPERA
Fixes -F EXR on the commandline...
Kent
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This makes it so the following are equal.
blender -w -p 0 0 500 500
blender -p 0 0 500 500 -w
Just move initalization for full screen to before the loop starts.
so it doesn't matter where a -p shows up to override fullscreen.
Kent
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was using uninitialized variables.
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hiding/unhiding bones
* Fixes for compiler warnings
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that up as well.
Kent
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all the time.
This should simplify things.
Kent
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arg should.
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kernel's and many users report problems if they dont specifically set it to alsa.
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whatever the system has, useful in the studio with 2,4,8 core systems when sharing files.
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is not loaded in background mode and the user preference is not validated and has no fallback.
'btempdir' is set with BLI_where_is_temp() - This tries to use U.tempdir but falls back to $TEMP or /tmp/
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line and also another case where you startet from an unsaved blend and switched to a saved one; Cloth: Fixid mass init, little speedup for collisions; Collision Modifier: More generalized it
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Submitted By: Stephane SOPPERA (soppera)
Also fixes a small typo with wrong filetype for TIFF commandline rendering.
Kent
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Also made rem_from_group return if it removed the object which save some looping.
Added a node in the blender help message that background mode dosnt load the .B.blend file as a bug was reported recently because of this.
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I see BINRELOC is set as a configurable option -- does this mean
that it is optional on linux? (I thought it was required.)
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