Age | Commit message (Collapse) | Author |
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appending from iteritems,
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libraries (fixes a problem with statically linking OpenMP).
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debug python lib, as it was causing link errors.
if someone wishes to figure out why this is messing up,
go ahead.
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during sim, disables collisions when no bullet there
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I talked to Jesterking and he may switch this to a more global
solution later. I figured in the meantime its ok to commit this
and consider the issue resolved.
Kent
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* stupid misplacement of declaration
* replacing fmodf with fmod (fmodf not available with MSVC7.1 when compiling C-code)
* appending CXXFLAGS to CCFLAGS in tools/Blender.py to avoid linking errors with runtime library (/MT not set)
- jesterKing, could you please check if that's ok?
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settting WITHOUT_BF_INSTALL='true' will disable
the copying to INSTALL_DIR
you can use that in your user-config.py or commandline
slipping in minor cleaning for Os X builds
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CXXFLAGS defaults to CCFLAGS which was causing duplicated or
extra compile flags being set for g++. Fix is to use
env.Replace() rather than .Append() the first time we
set CXXFLAGS in the build environment.
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* enable TWEAK_MODE with BF_TWEAK_MODE=1 on cmd-line. Can also be specified in user-config.py
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* link against debug library of python on win32
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Kent
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(default for BF_DEBUG=1) will have .bsc generated, but this takes an awful long time, so BF_BSC=0 will skip that step.
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* Source Browser support. When BF_DEBUG=1 .bsc-files will be created in BF_BUILDDIR. .pdb-files are in the root source dir
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there is no need to bundle the verse binary.
Blenderplayer build is still broken. Verse maintener please add
the needed stubs for it
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- 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.
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Submitted by Joseph Eagar (joeedh). windows/gcc ffmpeg library may need recompiling to support all codecs necessary (ie. H264 doesn't work).
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(I have one small problem with linking python's static library but
other than that this should work)
Kent
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statically-linked python releases won't work otherwise. Bugfixes for #4676
and #4486.
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generator which were making garbage of some sub-menus.
generated fresh .mo files
added a missing copy in appit for Os X
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* Applied patch #4012 by Joseph Eagar. The patch provides a way to quickly assign a list
of libraries to build with debug symbols. Usage:
scons BF_QUICKDEBUG=src,bf_blenkernel,bf_blenlib
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properly when they have multiple options.
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* These changes bring cross-compiling Blender for Windows on Linux one step
closer to reality. The 'biggest' change is in makesdna SConscript to make
sure a linux native makesdna is built, that can be run, too. Next to that
proper checks for env['OURPLATFORM']=='linuxcross' are added in various
places.
Switch change in pluginapi.c was necessary, and AFAIK it should work like
that also on WIN32, if not, slap me.
Note: everything *compiles* now nicely, it is just that the final *linking*
doesn't work (yet). Anyone who fixes this will be the
hero of cross-compilers :)
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+ Joseph Eagar provided a patch that re-enables the application icon for Blender. Hurray!
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* change CCFLAGS to CXXFLAGS and CFLAGS to CCFLAGS to be better
for SCons
- removed old cruft from ancient system
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+ SCons support for pthreads-win32. Library will be committed shortly into
lib/windows, so be sure to check commit list and update that as well
when the pthread lib is available.
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* when WITH_BF_STATICOPENGL=1 on Linux Blender will be statically linked
against GL libraries. NOTE: I used values that worked on my machine -
platform managers and people who have better knowledge about this, please
modify config/linux2-config.py accordingly.
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always statically (you have to force it to build a dynamic library) the
resulting binary is redistributable.
The code is made ffmpeg-version independent using #ifdef's.
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* make sure PLATFORM_LINKFLAGS are used on Cygwin, too
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* remove useless BF_TIFF* options. Upon closer inspection of code, only
path to headers is needed
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* typo in adding BF_OPENAL_LIBPATH, resulting in it not being added at all
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Important note, the install target install only the binary not the
packaged bunde for the moment
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+ WITH_BF_OPENAL actually enables or disables use of OpenAL
+ WITH_BF_OPENEXR removes openexr libs from linking if disabled
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* BF_PROFILE_FLAGS to list form
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+ 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
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* If you set C_WARN=[] and CC_WARN=[] in your user-config.py, no complaints
whatsoever should show. Otherwise a lot of warnings are shown.
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* add REL_CFLAGS and REL_CCFLAGS when not building debug. This adds NDEBUG
to compile on Win32
* fix path to makesdna binary
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* 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
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