March 4, 2009, 08:58 (GMT) |
Some compiling tweaks for cmake / osx 10.5 |
Revision 2c33a51 by Joseph Eagar March 4, 2009, 08:21 (GMT) |
Printf-style method of calling operations now take a modified format string, like so: [opname] [slotname]=%[format code] Before it was relying on the input format codes being in the same proper order as the slots, which seemed like a potential maintainance nightmare to me. Also the flags for creating buffers from bmop flags or header flags, now support additional modifiers for combining vert/edge/face inputs. E.g. %hfvef would accept all geometry with a header flag, and %fef would accept edges and faces with a certain bmop flag set. Example from the UI code: if (!EDBM_CallOpf(em, op, "del geom=%hf context=%d", BM_SELECT, DEL_ONLYFACES)) return OPERATOR_CANCELLED; (remember EDBM_CallOpf is the UI wrapper for this that does conversion, error reporting, etc). On todo is cleaning up/splitting bmesh_operators.h, since it's kindof a mesh right now. I'm thinking of adding the slot names in comments next to the slot ids, but I definitely would have to clean up bmesh_operators.h first, or it'd just be too chaotic for me. BTW, the operator API should now have enough meta info to wrap with a scripting language, not that it matters since that's not happening till much much later. Also hopefully corrected some SConscripts, fix mostly provided by Elia Sarti, though I also copied some SConscripts from 2.5 (not sure if doing so was especially helpful). Finally, I refactored a few places to use the new operator calling api, as an example of how this is beneficial. |
Revision 151317e by Erwin Coumans March 3, 2009, 14:31 (GMT) |
Fix build: don't use Character stuff, it wasn't meant to be included in Blender/extern/bullet2 distro. |
Revision 0f040e2 by Andrea Weikert March 3, 2009, 13:15 (GMT) |
2.5 filebrowser - WIP commit - bookmarks toggling (region collapsing needs to be done still) - switching between display types in header (long filenames needs to be done still) |
Revision ead30e5 by Andrea Weikert March 3, 2009, 10:24 (GMT) |
2.5 filebrowser bugfix: create directories to store thumbnails if they don't exist. |
Revision 981dde5 by Nathan Letwory March 3, 2009, 10:22 (GMT) |
(which was the wrong one. of course) |
Revision dbbe764 by Nathan Letwory March 3, 2009, 10:21 (GMT) |
2.5 / SCons / Win64 - add a very preliminary config. |
Revision 982a5cc by Erwin Coumans March 3, 2009, 03:41 (GMT) |
Upgraded to Bullet 2.74. The upgrade introduced a few bugs, which need to be fixed before Blender 2.49. In particular, the Bullet vehicle seems broken, and some soft-body demos don't work. No new features or benefits are added yet, but a few improvements are planned before Blender 2.49 release. Please update the build systems, and add those 3 files: extern/bullet2/src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp extern/bullet2/src/BulletCollision/CollisionDispatch/btGhostObject.cpp extern/bullet2/src/BulletCollision/CollisionShapes/btConvexPointCloudShape.cpp I'll watch the Blender mailing list, in case this commit causes some issues. |
Revision 63b4879 by Diego Borghetti March 2, 2009, 21:02 (GMT) |
And another commit to cleanup a little, this is the last, next commit add internal font and we can go ahead and remove ftfont and bmfont. |
Revision c2fdac6 by Campbell Barton March 2, 2009, 20:18 (GMT) |
* errors in bpyui draw scripts were segfaulting * added PyLineSpit(), useful for debugging so you can easily find the line of the python script running. |
Revision f8ef887 by Erwin Coumans March 2, 2009, 17:43 (GMT) |
minor update to be compatible with Bullet 2.74 physics: btPoint3 has been deprecated, it was already a typedef to btVector3 replace std::vector by btAlignedObjectArray when storing Bullet objects, because MSVC STL implementation has some bugs, preventing to contain aligned objects (btVector3 is 16-byte aligned, to allow SIMD) |
Revision 24e8d7a by Campbell Barton March 2, 2009, 17:24 (GMT) |
scons error |
Revision 4902b6e by Brecht Van Lommel March 2, 2009, 14:34 (GMT) |
2.5: fix for compiling Carbon clipboard code, forgot to update this line. |
Revision 1a38035 by Andrea Weikert March 2, 2009, 13:55 (GMT) |
2.5 MSVC9 projectfiles - space_text update |
March 2, 2009, 13:34 (GMT) |
* some more rna stuff in materials |
Revision 143fb8e by Brecht Van Lommel March 2, 2009, 12:43 (GMT) |
2.5: bugfix, new text space was not initialized correct. |
Revision acc8d06 by Diego Borghetti March 2, 2009, 05:20 (GMT) |
Cleanup a little before add internal font (bmfont). |
Revision 1bc67f3 by Joseph Eagar March 2, 2009, 04:08 (GMT) |
Created a printf-style method of calling operators. I did this to cut down on duplicated code, and also because calling operators was such a pain. The basic form of the format is "opname %[code]", where each % matches to an argument. The codes are fairly simple: d - int i - int f - float h[v/e/f] - all verts/edges/faces with a certain header flag. f[v/e/f] - all verts/edges/faces with a certain flag. For example: EDBM_CallOpf(em, op, "dissolveverts %hv", BM_SELECT) will call the dissolve verts operator. The relevent functions are: //calls a bmesh operator, doing necassary conversions and error reporting. int EDBM_CallOpf(EditMesh *em, struct wmOperator *op, char *fmt, ...); //execute an operator int BMO_CallOpf(BMesh *bm, char *fmt, ...); //initializes but doesn't execute an op. int BMO_InitOpf(BMesh *bm, BMOperator *op, char *fmt, ...); //vlist version of above. int BMO_VInitOpf(BMesh *bm, BMOperator *op, char *fmt, va_list vlist); Note this system is dependant on getting the slot codes from the argument order. I'd like to make it better, possibly pass in slot names, but that'd mean actually giving the slots names (which I can do, but wanted to discuss with Briggs and others what I have now first). |
Revision cd202bc by Tamito Kajiyama March 2, 2009, 03:30 (GMT) |
Fixed an issue regarding render layers. Now the Freestyle renderer builds a view map based on selected object layers in a render layer, instead of the global selection of object layers. This allows, for example, to have two render layers, one for rendering solid faces in all object layers, and the other for rendering outlines of objects in selected object layers by Freestyle. At the moment, the number of Freestyle-enabled render layers is restricted to one -- a better fix is in the future work. |
Revision 3faf2b6 by Joseph Eagar March 2, 2009, 02:21 (GMT) |
more tweaks to triangulator. also added a bmeshutils.c file in editors/mesh for ui-related bmesh functions. and made delete only faces use the bmesh del operator, so it can handle ngons. |
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