Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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February 29, 2004, 15:08 (GMT)
- SCons prob, options file strings were printed with %s, changed
to %r so special characters are quoted properly
February 29, 2004, 15:07 (GMT)
- SConscript error for mathutils, no comma after C file
February 29, 2004, 15:07 (GMT)
Projectfiles fix for Mathutils
February 29, 2004, 13:26 (GMT)
Update to SCons for new Mathutils lib
February 29, 2004, 13:20 (GMT)
Mathutils library for the python API
- support for quaternions, euler, vector, matrix operations.
- euler supports unique rotation calculation
- new matrix memory construction and internal functions
- quaternion slerp and diff calculation
- 2d, 3d, 4d vector construction and handling
- full conversion support between types
- update to object/window to reflect to matrix type
- update to types/blender/module to reflect new module
Revision 2255ac3 by Rob Haarsma
February 25, 2004, 14:39 (GMT)
Here's the Russian translation of Blender's interface.
Thanks go out to Yurec !
February 24, 2004, 20:03 (GMT)
SCons updates
* Added the options to build (configurable via config.opts):
- blender dynamic (default enabled),
- blender static (default disabled). Not working because of a linking order
problem. The /usr/lib/libGL.a and /usr/lib/libGLU.a flags need to be
appended at the end of the link command, not directly after the linker.
Mailed the SCons mail list for a possible solution.
- blender player (default disabled). Not implemented yet anyway.
- blender plugin (default disabled). Not implemented yet anyway.
* Added the following variables to the config.opts:
- OPENGL_STATIC. This flag is only needed when building blender static.
- USE_BUILDINFO (true/false). Display build information in the splash
screen. When enabled, it will always rebuild source/creator/buildinfo.c,
so for compilation speed reasons, it is not adviced to enable this all the
time.

I had to make some adjustments specifically for the windows build
(winblender.res) file. This file is only compiled when building the dynamic
blender. I hope this is correct.
Revision 6379637 by Kent Mein
February 23, 2004, 19:14 (GMT)


sorry more ;'s this should be the last of them though.

Kent
Revision a0e9208 by Kent Mein
February 23, 2004, 19:05 (GMT)


another extraninous ;

Kent
Revision 2b2e272 by Kent Mein
February 23, 2004, 18:46 (GMT)


some more warnings cleared up from Solaris compiler.
(extra commas in enum declarations.)

Kent
February 23, 2004, 16:18 (GMT)
SCons updates
* OpenAL support is now available on Linux. By default this feature is
disabled since it is only necessary when building the game engine. And the
game engine is disabled by default as well, so...
* Added 3 configurable options to config.opts. These apply to OpenAL settings.

NOTE: remove your current config.opts file to get the new options. (remember
your current settings though ;) )

2nd NOTE: All options* are now configurable via the config.opts file. If the
default settings for your platform are not correct, you should be
able to only update the config.opts file.
* FMOD is still not available - and I do not know if it is necessary to
enable this feature.
Revision 8134398 by Kent Mein
February 23, 2004, 15:31 (GMT)

removed an extra ;
Found it with Sun's compiler.

Kent
February 23, 2004, 14:39 (GMT)
SCons updates
* Removed the I18N_DEFINES from the config.opts file. This define is not a
user setting. The defines depend on what options the user enables in the top
of the config.opts file (USE_INTERNATIONAL).
* Moved the defines to the correct SConscript files.
Only the relevant libraries now use these defines.
* Windows fix for the python settings. There were missing brackets [ and ] for
these settings.
Revision d9cf17d by Kent Mein
February 23, 2004, 14:29 (GMT)


Added a if defined(__sun)
I believe gcc and sun's cc have it defined differently.
It wasn't including statfs.h now it is.

Kent
Revision 50549b6 by Kent Mein
February 23, 2004, 14:10 (GMT)


Added a return GHOST_kSuccess;
to setWindowCustomCursorShape

Sun's compiler complained that it didn't return anything even though
it was suppose to.

Kent
February 23, 2004, 09:04 (GMT)
* [WIN32] Added snprintf define so msvc linker doesn't complain about missing symbols.
February 22, 2004, 19:01 (GMT)
SCons updates
* Game engine can now be build on Linux. By default this feature is disabled.
The reason is that you need to have a precompiled version of the ode library
for your gcc version.
To enable ode support you need to do the following:
- compile ode.
- set BUILD_GAMEENGINE = 'true' in the config.opts file.
- set USE_PHYSICS='ode' in the config.opts file.
- set the ODE_INCLUDE and ODE_LIBPATH to valid locations.

* Linking order has changed for the game engine
There are cyclic dependencies between libraries. On linux we have to do some
duplicate linking. I looked at the order of linking in source/Makefile, and
did some clean up.
February 22, 2004, 13:39 (GMT)
SCons updates
* Internationalization support is now available on Linux. By default this
feature is disabled. The reason is that you need to have a precompiled
version of the ftgl library for your gcc version.
To enable ftgl support you need to do the following:
- compile ftgl.
- set USE_INTERNATIONAL='true' in the config.opts file
- set the FTGL_INCLUDE and FTGL_LIBPATH to valid locations.
Freetype2 is detected automatically on your system by using pkg-config.

There was a problem with linking libraries. I took a look at how the
Makefile environment did it, and copied the mechanism. Now we're linking:
freetype, blender_ftf, ftgl and freetype. (Yes, 2x freetype).

* Minor variable cleanup.
sdl flags are now collected in one Environment() in stead of two. Adapted
all relevant platform variables accordingly.
February 21, 2004, 19:00 (GMT)
- [win32] updated SConscripts to use new configuration method (config.opts).
NOTE: ODE support needs still to be reviewed, so disable gameengine for now.
Revision fbb830d by Chris Want
February 21, 2004, 17:45 (GMT)
Todd Koeckeritz' patch to sort the vertex groups menu and adapted to
sort the bone parenting menu. Only really works if your menu is near
the top of the screen ...
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