Revision a0db61b by Nathan Letwory February 5, 2006, 00:23 (GMT) |
* Added safeguards around a few list.remove(x) calls, to prevent SCons from barfing if a CVS directory was not found (ie when cvs export was used). |
Revision cb2f833 by Nathan Letwory February 5, 2006, 00:03 (GMT) |
* Made options evaluate differently, so setting one option properly propagates to related options: In (platform)-config.py BF_PYTHON_VERSION = '2.4' BF_PYTHON_INC = '/usr/include/python${BF_PYTHON_VERSION}' In user-config.py BF_PYTHON_VERSION = '2.3' This will now have BF_PYTHON_INC evaluate actually to '/usr/include/python2.3' and not to '/usr/include/python2.4' as with the old way. Reported by Chris Want. Todo: also use in other platform configurations. |
Revision 727f832 by JLuc Peuriere February 4, 2006, 22:16 (GMT) |
more sensible defaults for new scons on Os X : - python 2.3 if you want python 2.4 add the 2 following lines in user-config.py : BF_PYTHON = '2.3' BF_PYTHON = '/library.Frameworks/Python.framework/Versions/' - disabled libtiff by default. new scons force lib linking & it shouldnt will work on that - added SystemStubs lib that 10.4 require in some circumstances. 10.3 users may have to remove it with this line : LLIBS = 'stdc++' additional notes : OpenEXR libs and includes are searched in /usr/local use by preference gcc3.3 gcc4 need some new libs i will commit shortly you get in final an unpackaged binary. take a previous blender app and use show package content command to navigate to Contents/MacOs. replace the binary there by new one, and voila, you have a working new app. will commit shortly the automatic packager |
Revision 4e82647 by Nathan Letwory February 4, 2006, 16:36 (GMT) |
==SCons== + 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 |
Revision 4135630 by Nathan Letwory February 4, 2006, 16:30 (GMT) |
==SCons== * wrong format of two vars made darwin compile barf |
Revision e48ed94 by Nathan Letwory February 4, 2006, 15:52 (GMT) |
==SCons== * 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. |
Revision c0234bd by Nathan Letwory February 4, 2006, 15:44 (GMT) |
==SCons== * add REL_CFLAGS and REL_CCFLAGS when not building debug. This adds NDEBUG to compile on Win32 * fix path to makesdna binary |
Revision 0884402 by Nathan Letwory February 4, 2006, 15:10 (GMT) |
==SCons== * 'scons blendernogame' This target will disable the building of the game engine |
Revision bf8b4f2 by Ton Roosendaal February 4, 2006, 15:07 (GMT) |
New Material option: "OnlyCast". This makes the object only cast shadows, not show up in renders, nor being mirrored. |
Revision 98a0768 by Ton Roosendaal February 4, 2006, 14:38 (GMT) |
Compositor: Added a basic "Time Node". Just indicate start/end frame, and node outputs with Curve a value between 0.0 and 1.0. |
Revision 3bb82a2 by Nathan Letwory February 4, 2006, 14:15 (GMT) |
== SCons == * 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 |
Revision 1db5c23 by Ton Roosendaal February 4, 2006, 13:28 (GMT) |
More work on render stuff! - Scene support in RenderLayers You now can indicate in Compositor to use RenderLayer(s) from other scenes. Use the new dropdown menu in the "Render Result" node. It will change the title of the node to indicate that. The other Scenes are rendered fully separate, creating own databases (and octrees) after the current scene was finished. They use their own render settings, with as exception the render output size (and optional border). This makes the option an interesting memory saver and speedup. Also note that the render-results of other scenes are kept in memory while you work. So, after a render, you can tweak all composit effects. - Render Stats Added an 'info string' to stats, printed in renderwindow header. It gives info now on steps "creating database", "shadow buffers", and "octree". - Bug fixes Added redraw event for Image window, when using compositor render. Text objects were not rendered using background render (probably a bug since depsgraph was added) Dropdown buttons in Node editor were not refreshed after usage Sometimes render window did not open, this due to wrong check for 'esc'. Removed option that renders view-layers on F12, with mouse in 3d window. Not only was it confusing, it's now more efficient with the Preview Panel, which does this nicely. |
Revision e46b74d by Nathan Letwory February 4, 2006, 12:04 (GMT) |
== SCons == * Added a user and a developer doc for the upcoming SCons commits. These documents should get most people started after the commit of the new scripts is a fact. |
Revision faff1cf by Campbell Barton February 4, 2006, 03:44 (GMT) |
Fixed bug where a extra vert was duplicated. - (Thanks Brandedo) Face indicies spanning over 1 line are now supported (had a freak obj that did this) Small optimization @% overall speedup. - Last release before move to Mesh over NMesh. |
Revision 902bc75 by Ton Roosendaal February 3, 2006, 21:38 (GMT) |
Render feature request; when saving EXR files during anim render, it can optionally save a jpg next to it, with compression as set in buttons. This allows quick previews or download from farms. Button: next to the 'half' and 'zbuf' options for exr. |
Revision 9facc0b by Ton Roosendaal February 3, 2006, 21:02 (GMT) |
Improved check for case when vector-blur speed table (previous frame) is of different size as current frame. It now just skips making vectors then... there exist solutions, but have to prove first vecblur actually works. |
Revision 6ac2c83 by Ton Roosendaal February 3, 2006, 20:39 (GMT) |
Redoing the blur filters for composit; http://www.blender.org/bf/filters/ I found out current blur actually doesn't do gauss, but more did regular quadratic. Now you can choose common filter types, but more specifically; - set gamma on, to emphasize bright parts in blur more than darker parts - use the bokeh option for (current circlular only) blur based on true area filters (meaning, for each pixel it samples the entire surrounding). This enables more effects, but is also much slower. Have to check on optimization for this still... use with care! |
Revision 7a7c33e by Ton Roosendaal February 3, 2006, 09:25 (GMT) |
Crash fix! Found one unsafe malloc in allocating the Z render pass... Brought back threaded compositing, this was blamed incorrectly. |
Revision 4b05af9 by Campbell Barton February 3, 2006, 06:42 (GMT) |
- Face import tested to be about overall 16x speedup over 0.93. - Material importing speedup. - Tested with more models. - Support some corrupt models. (Bug in Mesh causes segfaults on some files still, kens looking into it) |
Revision 8e12f75 by Ton Roosendaal February 2, 2006, 23:55 (GMT) |
- Preview images get generated on render event again - disabled threading for composit for now, it has a memory error still... will work on that tomorrow more. |
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