Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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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).
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.
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
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
February 4, 2006, 16:30 (GMT)
==SCons==
* wrong format of two vars made darwin compile barf
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.
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
February 4, 2006, 15:10 (GMT)
==SCons==
* 'scons blendernogame'
This target will disable the building of the game engine
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.
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.
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
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.
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.
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.
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.
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.
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!
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.
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)
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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