On 13 Feb 2016 9:33 a.m., "Jens Vewrwiebe" wrote:
> Install script ?
I think Xavier was talking about running `pip`.
> Simply remove the filter for distutils in the install patterns
Yes, if I understand correctly that's all it would take: a one-line patch
for Blender to remove that filter.
Che
s sense to include
distutils. A quick test on my system suggests it would add about 160k to
the size of package.
Cheers,
Alex
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[1]: http://www.pasteall.org/64483/python
[2]:
https://www.blender.org/api/blender_python_api_2_61_0/info_t
Hi Menglee,
On 6 February 2016 at 13:26, Menglee Guy wrote:
> My directory looks like this:
>
> c:\blender-git\blender (master)
> c:\blender-git\build_windows
>
> So, are you saying we work and modify the source code in the build_windows,
> then copy the changes to the master for check in?
Make
Hi,
Have you considered using the git flow workflow [1]? The idea is that you
keep one branch (probably master) always "ready" for release. Then you have
an unstable/staging branch called develop. All significant development is
done on feature branches. I've found it to be quite nice in my own
pro
On Thu, Aug 21, 2014 at 5:27 AM, Daniel Salazar - patazstudio.com
wrote:
> I wouldn't call a barely tested particle fluid system "great" (SPH). It might
> be but we don't know from a coupe of simple demo videos, in fact I'm
> not sure why it's even in trunk
> since nobody uses it.
We use the Clas
ch.
>> > >> * Download your testbuild as soon as it is finished! It will be
>> replaced
>> > >> by the next test build (for a given builder).
>> > >>
>> > >> Quite obviously, let's try not to abuse the feature! :)
>> > >>
>> > >> ___
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>> >
>>
>>
>>
>> --
>> With best regards, Sergey Sharybin
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ask for this in Phabricator
with a diagram to explain what I mean. Let's continue discussion
there.
https://developer.blender.org/T39557
Cheers,
Alex
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On Sat, Mar 29, 2014 at 3:50 AM, Ronan Ducluzeau wrote:
> Alex's solution should work if you give a negative strength value to Force
> Fields.
Just to be clear, I wasn't giving a solution: I was proposing a change
to Blender to cause things to be ejected from an object.
Cheers,
Alex
On Thu, Mar 27, 2014 at 11:27 PM, fmart wrote:
> I've tried to tune all the cloth modifier parameters and also the
> collision modifier parameters of the box (of course, stickiness = 0).
> Besides, I've thought fill the box to make a solid object, but I think
> this is not possible in blender.
I'
On 28 January 2014 12:49, Antony Riakiotakis wrote:
> Sometimes it can be desirable to lock two or more attributes together so
> that changing one changes the other too.
>
> Some examples on that are image dimensions (so aspect ratio remains the
> same) and object scale (so changing one attribute
Hi all,
Is there any news about the Windows buildbot?
Cheers,
Alex
On 11 Dec 2013 03:38, "Brecht Van Lommel"
wrote:
> Hi,
>
> Thanks for the info, we'll figure something out to keep windows builds
> going.
>
> Brecht.
>
> On Tue, Dec 10, 2013 at 10:46 AM, Jeffrey H
> wrote:
> > Greetings, devs
On 18 December 2013 05:53, Sergey Sharybin wrote:
> Linux buildbot and release environment have been switched to Python-3.3.3.
>
> Please give it a test with buildbot builds :)
Thank you~! I'll test it ASAP :)
Alex
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On 16 December 2013 22:31, Sergey Sharybin wrote:
> Will update python on linux this week.
Awesome :-)
> Just wondering, does it make sense to wait for 3.4 or it's not gonna to be
> release until our 2.70?
3.4 is due out on the 23rd of February [1]. But since 3.3.0 apparently
has a bug in the g
On 16 November 2013 21:36, Mike Pan wrote:
> Thus, if possible, I'd suggest waiting for 3.3.3 or at least use 3.3.3RC2
> which has the OS X issue fixed: http://python.org/download/releases/3.3.3/
Jens upgraded the Python libs for OS X to 3.3.3; he said in IRC that
it works well. So could we pleas
Hi Jens,
Did the upgrade to 3.3.3 go well? Are the OS X builds currently using
3.3.3? If so, it would be great if we could switch to 3.3.3 for Linux
too.
Cheers,
Alex
On 26 November 2013 09:08, Jens Verwiebe wrote:
> For i dunno when we will have write accessed libs back:
>
> http://www.jensver
with 3.3.0)
This is to fix this bug:
https://projects.blender.org/tracker/index.php?func=detail&aid=36963&group_id=9&atid=306
Cheers,
Alex (z0r)
On 22 October 2013 20:52, Alex Fraser wrote:
> On 21 October 2013 20:46, Bastien Montagne wrote:
>> Eh, I thought we al
On 21 October 2013 20:46, Bastien Montagne wrote:
> Eh, I thought we already were on py3.3.2 (installdeps is , at least)? I
> mean, mini-updates of python are bug-fixes only, so we should always
> use the latest, imho? But indeed svn libs are older (we even still have
> some py3.2!)…
I'm not sure
Hi all,
I'd like to propose an upgrade for Python to version 3.3.2. The
current version (3.3.0) seems to have a bug that triggers in the game
engine when loading a second or third game file [1]. This may be
system-specific: it doesn't happen on my computer, but it does happen
on a friend's, with t
On 16 October 2013 10:15, Campbell Barton wrote:
> IIRC it cut down the final repo size ~200mb (after aggressive GC on
> both tests), some branches contain full checkouts of other projects
> too - eg,
> assimp, swig are in branches + docs & example files in some cases too.
Ok, that's a decent sav
On 16 October 2013 06:26, Campbell Barton wrote:
> At the moment we're looking to only convert branches that have been
> merged into trunk (so trunk has valid history).
>
> Other branches wont be lost and the subversion repository wont be
> deleted, but there are so many branches which were never
Hi Sergey,
We were talking about this in #blendercoders the other day, so I just
wanted to confirm: this fixes the issue for my game on my friends'
computers (one nVidia/nouveau, one Intel), and seems to make it run
faster on mine (ATI/fglrx). I'm not sure if that means that vsync is
now disabled
Hi all,
I see that we've moved to bcon4, so I'd like to raise the profile of
bug [36319], which makes resource-intensive BGE games unplayable on
Windows and OSX; apparently a regression since 2.67. I think this
should be considered a high-priority bug for the release.
Cheers,
Alex
[36319]
https
Hi all,
I've found a few bugs with full-screen mode in blenderplayer recently.
I've reported them to the game engine tracker, but as the bugs are
probably in GHOST I'm worried that they won't be noticed by the right
people. The bugs are:
Official blenderplayer can not go fullscreen on Linux [3645
Hi Xavier,
This is a good idea - I have needed to do color conversions for
shaders in the game engine. It was a bit of a hassle to figure out
which conversions were needed and then implement them.
Cheers,
Alex
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s for picking that up, Campbell! It's fixed now; r53723. It's interesting
that it seemed to work quite well anyway. Maybe we don't need that first code
fork.
Alex
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objections to applying these to trunk?
Cheers,
Alex
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[1]
http://projects.blender.org/tracker/?func=detail&aid=29035&group_id=9&atid=127
[2]
http://projects.blender.org/tracker/?func=detail&aid=29680&group_id=9&atid=127
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- Original Message -
> This makes me wonder if it would be worth blender having standard
> build environment VM images (for VirtualBox and maybe VMWare).
+1, VM images would be very useful.
Alex
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On 17 October 2012 08:09, Jason Wilkins wrote:
> Rather than keep this on the back burner I figured I'd put this out
> there for people to give some feedback. I was thinking of replacing
> all direct use of the standard file handles (stdin, stderr) in Blender
> with a single set of logging functi
Hi Brecht,
- Original Message -
> From: "Brecht Van Lommel"
>
> According to the current planning, summer of code projects can start
> to get merged after Blender 2.64, which should be released at the end
> of September.
When is a good time to get other patches merged?
Cheers,
Alex
The new categories look fine to me; +1. I'm not worried about the
"rendering" category - if it was more specific it might make it hard
for users to decide how to file bugs.
Alex
On 23 June 2012 13:50, Dalai Felinto wrote:
> I wonder if 'Rendering' will be so generic to the point of not being use
Hi Brecht,
On 3 June 2012 22:26, Alex Fraser wrote:
> [#31691] BGE: group with indirection not instantiated properly
> http://projects.blender.org/tracker/index.php?func=detail&aid=31691&group_id=9&atid=306
I checked this again in r47539 - it's fixed
Hi Brecht,
This is cool - but it seems to have caused a regression:
[#31668] indirect linking is broken since r47023
http://projects.blender.org/tracker/?func=detail&atid=498&aid=31668&group_id=9
[#31691] BGE: group with indirection not instantiated properly
http://projects.blender.org/tracker/i
Agreed, I don't think the -NonCommercial variants of CC licences would
be compatible with free software.
On 23 May 2012 18:08, Campbell Barton wrote:
> This strikes me as a bit strange, from the site:
>
> "Mind that all items are under CC Attribution-NonCommercial ShareAlike
> licence 3.0 as long
source
code and GUI have been tidied up. Could somebody please review it? :)
Cheers,
Alex
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Hi,
I have updated my old Fluid Density texture patch. Could somebody please review
it? See version 5:
http://projects.blender.org/tracker/index.php?func=detail&aid=29680&group_id=9&atid=127
This version applies against a recent trunk, and it is less intrusive. The old
version added a complete
Remind me what was wrong with the mipmap patch? Didn't it just make
the profiling overlay a bit funny in certain situations? I thought it
worked pretty well.
Alex
On 10 February 2012 18:52, Dalai Felinto wrote:
> Revision: 44015
>
> http://projects.blender.org/scm/viewvc.php?view=rev&r
- Original Message -
> From: "Campbell Barton"
>
> clarifications...
> - numpy would be a python module available but not loaded on startup
> [...]
> drawbacks
> - numpy took a long time to upgrade to python3 (~3 years after py3
> release), relying on numpy could be a drawback from upgrad
Hi,
While it's a nice idea, this wouldn't be easy to implement. If the view was
in stereo, any point on the screen would have two vectors into the scene -
so how do you know which object you're pointing to with the mouse? You have
to either choose one eye, or have another way to define the ray, e.
.
These ones may need a bit more work before they can be accepted into trunk -
see the tickets for details. But they are functional, and as always I'm keen to
hear feedback.
Cheers,
Alex
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ults (i.e. the particles end up in the same locations). This patch
builds on the stability patch above.
Any feedback would be welcome!
Alex
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- Original Message -
> From: "Alex Fraser"
> I actually like the way the nodes remain visible when the node is
> collapsed.
I mean sockets :)
Alex
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Hi Lukas,
- Original Message -
> Ok, i just had a discussion with Daniel and Dalai, who also are not
> amused about the removed "hide unused sockets" button ;)
>
> Instead of just adding back this button though, Dalai proposed to add
> a more intelligent auto-hide feature: unused sockets
Hi Thomas,
- Original Message -
> everyone who has a finished patch/branch and wants it to be included
> in 2.62 should report back the status here of the project here on the
> ML.
I'd like to get vertex colour baking included:
http://projects.blender.org/tracker/index.php?func=detail&ai
Hi all,
I have submitted a patch that allows render baking directly to vertex colours.
The advantage of this is that it doesn't require a UV map, but the quality of
the bake will depend on the resolution of the mesh.
http://projects.blender.org/tracker/?func=detail&atid=127&aid=29035&group
On Sun, Sep 25, 2011 at 7:20 AM, Daniel Salazar - 3Developer.com
wrote:
> Welcome Alex to the best team ever!
Thank you! It really is an honour. I look forward to working more with
all of you.
Alex
> On Sat, Sep 24, 2011 at 6:38 AM, Campbell Barton wrote:
>> Hi All, Alex Fra
- Original Message -
> From: "Alex Fraser"
>
> For now it might be easiest to add all the 2.5x credits pages to the
> page mentioned above. But as suggested by Campbell, we could move to a
> more scalable format that shows each developer and the number of
>
rmation by processing the SVN
log.
What do you think?
Cheers,
Alex
> On 21 Jun, 2011, at 4:52, Alex Fraser wrote:
>
> > Hi all,
> >
> > When doing some work for a client recently, I developed a patch for
> > Blender. The client is happy to contribute the code back to
On Thu, Aug 18, 2011 at 3:22 AM, Nathan Vegdahl wrote:
>> What defines a new feature? How big must the impact be
>> for it? I mean it's senseless to write a small feature which
>> only affects a few lines in some areas to be developed in
>> a branch.
>
> When branches are expensive, yeah, that's t
- Original Message -
> On 07/22/2011 12:54 AM, J. wrote:
> > [...]
> > From the Adium Mailing list:
> >
> > "In the current agreement for the App Store - on all platforms -
> > there are several provisions which restrict distribution. These are
> > incompatible with the GPL.
Right. The pr
Hi Sven,
- Original Message -
> From: "Sven von Brand"
>
> I added the logic brick with
> bpy.ops.logic.sensor_add(type='ALWAYS',name="Name",object="Cube") and
> supposed there was something like
> bpy.ops.logic.link(sensor="",sensobject="", controller="",
> contobject="") but could not f
- Original Message -
> From: "Matt Ebb"
>
> > I'm reluctant to spend more time trying to fix a system that is
> > broken
> > by design (and intended for general redesign anyway) ... I would
> > rather try to separate hair code from particle code, so the two
> > systems don't interfere with
! We then can have the topic for public review
> here.
That sounds good! Please consider my proposals (below) for the format and
location of the attribution.
Cheers,
Alex
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> On 21 Jun, 2011, at 4:52, Ale
gt; > copyright holders need to agree,
>
> There is a good point. That would seem to be a deal-breaker, right
> there.
Copyright notices are a statement of fact. If you don't have them, the author
still owns the code - you just don't know who they are.
Cheers,
Alex
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Al
ee,
Yes, one thing attribution does is make it easier to track who owns what. And
it really is an incentive to contribute.
Cheers,
Alex
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n a web page
linked to from the splash screen.
What do you think?
Cheers,
Alex
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[1]
http://git.kernel.org/?p=linux/kernel/git/torvalds/linux-2.6.git;a=blob_plain;f=kernel/cgroup.c
[2] http://git.gnome.org/browse
Hi Martin,
On Mon, Jun 20, 2011 at 6:31 PM, Martin Sell wrote:
> 1) first part: group references
>
> At the moment, you can't detect at runtime if the object controller
> owner is part of a group. The duplicating object also doesn't know about
> its group members. There is no (easy) way to get th
- Original Message -
> [...]
> frames. If two objects share the same particle settings, the results
> will differ; but if you make the particle settings single user and
> keep the parameters the same, the results will be the same.
The patch has been updated:
http://projects.blender.o
e
that there's a problem with the way state is stored between frames. If two
objects share the same particle settings, the results will differ; but if you
make the particle settings single user and keep the parameters the same, the
results will be the same. I'll see what I can do
me simulations a constant time
step is still more appropriate.
Cheers,
Alex
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O. :-)
Great! Thanks for trying it out.
- Original Message -
> From: "Shaul Kedem"
>
> Was it/Is it reproducible now ?
Do you mean, can it be applied against HEAD? Yep - I just tested it; it applies
cleanly against r37276.
Cheers,
Alex
> On Mon, Jun 6, 2011 at 1:16
me.
I would appreciate feedback, if you would like to try it. After applying the
patch, this feature can be enabled by ticking the box next to Particles >
Physics > Subframes. There are demos in the tracker (sorry, they're a bit
large) and a graph to illustrate how it works.
Cheers
+1 for switching to git or Mercurial. I am also maintaining several git
branches (across a few machines) locally and rebasing from SVN is a pain.
- Original Message -
> http://www.wikivs.com/wiki/Git_vs_Mercurial
>
> Other than not particularly liking SVN I've no personal preference,
> b
On Fri, Apr 29, 2011 at 7:45 AM, M.G. Kishalmi wrote:
> I like the PPA idea.
FWIW, there already is a Blender PPA, and it seems to get updated daily:
https://launchpad.net/~cheleb/+archive/blender-svn
I have been using it for a while now.
Cheers,
Alex
__
On Sat, Apr 23, 2011 at 9:13 PM, Trouble Maker wrote:
> Another problem i run in is that after adding a game property (
> game_property_new() ), there is no way to have a reference to the property
> just added. Right now i'm using context.active_object.game.properties[index]
> (where index starts
- Original Message -
> Beside selection of metric and imperial system, I would like to be
> able to select "working" unit. For metric that would be [mm, cm, m,
> km], for imperial [in, ft, yd, mi].
Could we also specify units for time? Currently we have a frame rate which
specifies the pl
Hi all,
- Original Message -
> Yes, there also seems to be some confusion with GPL and LGPL.
>
> Even if Eigen was not additionally lisenced as GPL2+, the main license
> is LGPL3 and not GPL3 so a GPL2 prog (or even a proprietary program)
> can use it without problem.
Ah yes, I didn't re
Hi Mitchell,
On Sun, Mar 20, 2011 at 12:39 PM, Mitchell Stokes wrote:
> I'm getting tired of not having access to collision information from
> the BGE Python API, so I've decided to address this.
Great! I would love to have such a feature in the BGE.
> However, I'm uncertain as to how the user
You just need to skip past the non-svn log
messages.
Cheers,
Alex
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ate
(although perhaps lacking surface tension), and easier to make multi-threaded.
Cheers,
Alex
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On Fri, Feb 4, 2011 at 8:54 AM, Campbell Barton wrote:
> Short answer is it doesn't make sense for Vectors to have one triple
> arg, so - we could.
>
> Longer answer:
>
> The reason I made this change is that Quaternions and Eulers have
> optional arguments which are more cumbersome to parse in C
On Thu, Feb 3, 2011 at 10:08 PM, Campbell Barton wrote:
> Here are some proposed changes to the mathutils API I'd like to make
As discussed on IRC, these changes look fine to me. One more
suggestion: can we allow vector components to be specified without the
use of a tuple, i.e. Vector(x,y,z) ins
Hi Ian,
- Original Message -
> because it supports multiple device architectures, a code optimized
> for the GPU won't run fast on the CPU.
I thought you could write kernels optimised for various architectures, and
choose the best one at run time. So each node could have one kernel for t
On Sat, Dec 11, 2010 at 1:48 PM, Alex Fraser wrote:
> we could generate predefined completion files for Pydev:
>
> http://pydev.org/manual_101_interpreter.html#id2
>
> [...] it could be generated using introspection from a running game.
Here is a game that does
On Fri, Dec 10, 2010 at 12:50 PM, Campbell Barton wrote:
> Either way, dictionary method could be added as a fallback if people
> really want or they can just use external editors.
Speaking of which, we could generate predefined completion files for Pydev:
http://pydev.org/manual_101_interpr
Hi all,
On Thu, Dec 2, 2010 at 4:24 AM, Ton Roosendaal wrote:
> I've seen more people leave and come back, I understand working in
> this volunteer driven environment isn't always easy.
At OSDC last week there were some good talks on fostering a good community.
http://2010.osdc.com.au/proposal/
At the company I work for, we are doing a project that requires
customisation of Blender. Traditionally, the client has been heavily
against the idea of free software. But Blender is so good, and the
benefits of being able to modify it are so great that it can't be
ignored. The client is even consi
On Tue, Oct 12, 2010 at 4:08 PM, Mitchell Stokes wrote:
> Here is the patch for monitoring VRAM used by textures:
Awesome. I had a problem with a game when I eventually reached the
limit of my VRAM. Reducing the resolution of textures helped a lot, so
being able to measure it would be very useful
Hi Campbell,
On Thu, Sep 9, 2010 at 9:18 AM, Campbell Barton wrote:
> --- Proposed solution
>
> Follow the way operators work, treat properties as class attributes so...
> bpy.types.Scene.BoolProperty(attr="myprop")
> bpy.types.Scene.RemoveProperty(attr="myprop")
> ...is replaced by
> bpy.
On Sun, Aug 29, 2010 at 5:50 AM, Ralph Giles wrote:
>
> But as Jeroen points out, OpenCL itself may not be available, so
> separate fallback code is necessary regardless.
Surely you just need an OpenCL library present? It would be like falling
back on Mesa if hardware GL is not available: the li
On Fri, Jan 22, 2010 at 7:13 AM, Tom M wrote:
> and here is a marching tiles algorithm used for fluids
>
> http://www.cs.ubc.ca/~rbridson/docs/brentw_msc.pdf
Very impressive! And these were recommended by a friend of mine who is
working on something similar:
Definition of the Delaunay Triang
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