On 19/4/20 10:12 pm, Adam Weinberger wrote: > On Sat, Apr 18, 2020 at 10:45 PM Shane Ambler <free...@shaneware.biz> wrote: >> >> On 19/4/20 6:15 am, Adam Weinberger wrote: >>> On Sat, Apr 18, 2020 at 2:31 PM Tomasz CEDRO <to...@cedro.info> wrote: >>>> >>>> Hello world :-) >>>> >>>> I have been using Blender-2.79 from Shane's Red Ports repository on >>>> GitHub because Blender since version 2.80 (current port is 2.82) >>>> unfortunately removed the Blender Game Engine (BGE) which I am using >>>> for work. >> >> Also note that 2.79 uses python 3.5 which is EOL 9/2020 - ~5 months >> https://devguide.python.org/#status-of-python-branches >> > Shane, if you are able to provide and support a 2.79 port, I'd be > thrilled to see it in the tree. >> >>> back unsupported and unmaintained older versions of software isn't a >>> path we go down very often. If Blender were a trivial build, it'd be >>> more feasible, but the complexity of the maintenance burden is >>> difficult to overcome. >> >> I personally maintain several blender versions, mostly to allow testing. >> Usually there is little effort, I stop updating older versions as >> dependent ports get dropped and patching gets too much, now at 2.77+. >> I make these publicly available on github not as official ports. >> >> The main concern with having a second blender port for 2.79 is the >> python35 EOL in five months. > > Is py35 a hard dep for 2.79 or can that be adjusted to 3.5+?
Each blender version is only tested with and officially only supports one python version. There are no conditionals to build with what's available. I have updated my redports copy of blender279 to use python 3.6. The change is only making it find the new version, this builds and passes limited testing. I will rely on you testing it to suit your needs to see if I need to make any other patches for py36. The question now is whether we want to submit blender279/oiio18 as official ports for some time or whether you keep it as a private port. -- Tomasz, Have you looked at devel/godot-tools? The GDScript it uses internally is very similar to python, so is a quick learning curve. There is also a visual node-based scripting. While there is C# support, I don't have that working in FreeBSD yet, the mono port update in bugs.freebsd comes close. It is common for godot developers to use blender for 3d assets. -- FreeBSD - the place to B...Software Developing Shane Ambler _______________________________________________ freebsd-ports@freebsd.org mailing list https://lists.freebsd.org/mailman/listinfo/freebsd-ports To unsubscribe, send any mail to "freebsd-ports-unsubscr...@freebsd.org"