Re: [Bf-committers] Text editor: tab as space as default? do we really need to push PEP8 that way?
for consistency we are following pep8, to match other python projects. agree backspace should also remove indentation, but this is what other editors do (SciTE for example), so we can do it also. On Fri, Mar 5, 2010 at 8:54 AM, Mike Pan mike.c@gmail.com wrote: Personally I strongly prefer tabs over spaces, for simplicity's sake. (a single tab is much faster than multiple spaces, and is more visible for indentation) And for consistency's sake, I think Blender should always defaults to what most people comes to expect from a code editor, which means tabs are inserted as tabs, and not converted automatically to x number of spaces. When someone hits tab 3 times, and then hit backspace 2 times, there should be exactly 1 tab left (and not 2 tabs and 2 spaces), making the code editor do anything else fancy is just confusing to users. -mike ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Text editor: tab as space as default? do we really need to push PEP8 that way?
One more voice in favor of tabs as spaces. TextMate, the editor that I use, and Emacs, can handle that situation very well. But what's more important, tabs have been proven in several occasions to lead to inconsistent presentation of the code. They are a relative entity, while a given amount of spaces will always appear as originally intended. When code uses a mix of tabs and spaces, and that happens often when inserting hard tabs, the resulting indentation goes often haywire. When I hit Tab I expect the editor to indent and align my code in a consistent manner, based on the language used. In Emacs pressing tab in the middle of the line, not just at the beginning, performs that operation. So, there is clearly a separation between what the key does and its ASCII representation. --- Paolo Ciccone ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Python RNA Type Registration
Well since you're asking for more comments on this from casual coders. I'll just stick in my 2 cents. I guess I would say I'm a bit more than casual coder... code 99% Python but working as secondary dev on both the NifTools nif import/export scripts for Blender and PyFFI, and as primary dev for Wrye Bash (a game specific modding/mod user tool). I think that having to manually register each individual class is sucky and highly error prone with each update; yes you can get around that but I think something semiautomatic is better. However I'm happy with any solution; don't have a whole lot of concern that you 3 will be able to come up with something that you can all agree on and is highly workable. Pacific Morrowind On 04/03/2010 4:13 PM, Martin Poirier wrote: Hello again, --- On Wed, 3/3/10, Campbell Bartonideasma...@gmail.com wrote: Discussed with Brecht yesterday. - We agree class enumeration is ugly and should be replaced. - We agree it would be acceptable to collect classes automatically and register all with 1 or 2 lines at the bottom of the script. - At some point it doesn't make sense to discuss if something is complicated or not, harder to debug etc. I just need to test it, try make changes, see what happens when things go wrong etc. I think it's also important to consider that this isn't just something that is used by people doing a lot of python dev but also by casual coders. Dalai raised a good point, but I wished we had more input from others. Nevertheless this MUST be fixed before release, My impression is that you are worried the current system will stick if we don't replace soon, which is why you want to get this in? Mostly that and the fact that I find the explicit registration method prone to errors and bad boilerplate code. Maintaining the patch (conflicts every time someone modifies the stupid class lists) is an annoyance but not really an issue. After this mail I'm left thinking this might be more important then I originally thought, will see of I can get time to work on it. Otherwise it can be put on hold. I know what happens with things that are put on hold, so you can expect me to keep insisting. Martin __ Looking for the perfect gift? Give the gift of Flickr! http://www.flickr.com/gift/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Commit rights for Sergey I. Sharybin (nazgul)
This sounds like a good point to replace the existing NURBS architecture with the libNurbana backend. The code has been stable enough to do this for some time, but I was waiting until more functionality was exposed in the UI before suggesting it. Sergey, I'm glad that you're on board, there is a lot of work that's needed on the UI side of things :) However, if there will be changes made to curves/NURBS in the head, it will make maintaining a parallel branch much more difficult or impossible. I believe the libNurbana backend is faster, more feature rich and easier to maintain than the existing code. If I make up a patch that adds libNurbana to the head, will someone review it? -Emmanuel On Fri, Mar 5, 2010 at 6:19 AM, Brecht Van Lommel bre...@blender.org wrote: Hi, I've granted commit rights to Sergey for working on nurbs and curves. In particular he's added support for constructive modifiers and is fixing various problems. I'll still review his commits and patches for a while. Anyway, congrats! Brecht. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27269] trunk/blender/source/blender/ makesrna/intern/rna_space.c: Patch #21459: Expose viewmat (in Region3DView) via the py API
added reprojection which shares functionality with projection painting, next I'll try make an operator which deals with rendering shadeless, opening in the gimp and re-projecting back so its not so tedious to setup. On Fri, Mar 5, 2010 at 10:23 AM, Campbell Barton ideasma...@gmail.com wrote: projection paint code can also do this, but not actually paint by hand ofcourse, just use it to bake the image back. The advantage with this is low res view project into high res texture will work fine (wont miss pixels). and there is already code to do the normal falloff (fade out faces that point away) and deal with UV bleed etc. On Fri, Mar 5, 2010 at 10:12 AM, Tom M letter...@gmail.com wrote: On Thu, Mar 4, 2010 at 11:26 PM, Campbell Barton ideasma...@gmail.com wrote: Brecht did view based re-projection for BigBuckBunny with the gimp but we didn't end up using it, IIRC it wasn't a high quality method. Hmm I would think that would be quite easy to solve for brecht :) - just up sample based on uv coordinate per pixel. It will still have a problem of stretching when you are at an extreme angle to the face, but that is also quite solvable by generating an image mask based on face normal angle to the viewing angle (another solution to it, which is mentioned in the digital humans book that talks about a texture projection shader is to project back on to the mesh from multiple views and based on how flat the face is to the texture being projected it determines how much of the texture to take from that view). LetterRip ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] cyclical cloth, hair and other simulation (possibly useful for Durian?)
This paper describes a method for cyclical cloth variation (which can be applied to other simulations such as hair and fur movement) and also color variation methods for cloth http://isg.cs.tcd.ie/cosulliv/Pubs/EG2006Dobbyn.pdf This could reduce a lot of calculation for secondary characters, possibly even main characters; and would also be useful for game characters. LetterRip ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers