Re: [Bf-committers] Safety request for ctrl-U and File-Save User Prevs

2011-02-01 Thread Ρυακιωτάκης Αντώνης
Zes, it's true! Agree,agree!
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Re: [Bf-committers] Safety request for ctrl-U and File-Save User Prevs

2011-02-01 Thread Dalai Felinto
Ctrl+U does ask you to confirm if you want to save it.
What you want is the same dialog when you call it from the menu?

--
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dalaifelinto.com

2011/2/1 Ρυακιωτάκης Αντώνης kal...@gmail.com

 Zes, it's true! Agree,agree!
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Re: [Bf-committers] Safety request for ctrl-U and File-Save User Prevs

2011-02-01 Thread Knapp
Or a cascade of files from new to older. They are small enough and hard
drives are huge these days so this should be no problem, even with 100 of
them.

2011/2/1 Dalai Felinto dfeli...@gmail.com

 Ctrl+U does ask you to confirm if you want to save it.
 What you want is the same dialog when you call it from the menu?

 --
 Dalai
 dalaifelinto.com

 2011/2/1 Ρυακιωτάκης Αντώνης kal...@gmail.com

  Zes, it's true! Agree,agree!
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http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-02-01 Thread Ton Roosendaal
Hi Daniel,

Whether there are good or bad reasons, it's important to get backup by  
people who maintain the code, this to prevent everyone to just commit  
their personal preferences!

When no explicit maintainers are mentioned you can always run it via  
me too :)

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 1 Feb, 2011, at 0:29, Daniel Salazar - 3Developer.com wrote:

 I don't think we should be prohibited from making a change because of
 a screenshot. I'll try to explain my reasons:

 The legacy empty is cluttered. All that XYZ information is hardly ever
 needed and when you do need it you can use the manipulators to check
 the empties coordinate. (legacy empty is older than the manipulator
 even).

 The legacy empty is visually shifted to only the positive sides which,
 with lots of close together empties ends up making selection and
 recognition difficult

 http://www.pasteall.org/pic/show.php?id=8469

 In the few cases you feel you actually need to see the positive axis
 arrows theres always the option to set it that way. It's not that I've
 removed it

 cheers

 Daniel Salazar
 www.3developer.com



 2011/1/31 Carsten Wartmann c...@blenderbuch.de:
 Am 27.01.2011 22:05, schrieb Daniel Salazar:
 Revision: 34535

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34535
 Author:   zanqdo
 Date: 2011-01-27 21:05:01 + (Thu, 27 Jan 2011)
 Log Message:
 ---
 More logical ordering of Empty draw types. Made Plain Axes default  
 for
 new empties

 So I have to redo all screenshots containing an Empty in my comming
 book? Beside the places where I describe the look of Empties or  
 even use
 them for the reader as hint which axis to choose.

 I wish such changes would be communicated a bit (better) here. Why do
 you think this is a better drawtype than the mini-axis?

 Carsten
 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage: http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
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[Bf-committers] Cleanup Patch for ED_armature_from_edit() from editarmature.c

2011-02-01 Thread Tobias Oelgarte
I'm currently searching for bugs inside the armature code. Not that I 
was looking for, but as I'm on it, I found some needless copying (result 
will be overwritten anyways) and one computed, but never used matrix 
variable (M_boneRest) inside ED_armature_from_edit().


As I read on the mainpage I can either post the patch to the tracker or 
mail it on this list. Since it is very minor (changing no functionality) 
patch, I hope it gets applied immediately.


Patch is inside the appendix

Greatings from
Tobias Oelgarte
Index: source/blender/editors/armature/editarmature.c
===
--- source/blender/editors/armature/editarmature.c  (Revision 34599)
+++ source/blender/editors/armature/editarmature.c  (Arbeitskopie)
@@ -398,15 +398,15 @@

/* remove zero sized bones, this gives instable restposes */
for (eBone=arm-edbo-first; eBone; eBone= neBone) {
-   float len= len_v3v3(eBone-head, eBone-tail);
-   neBone= eBone-next;
+   float len = len_v3v3(eBone-head, eBone-tail);
+   neBone = eBone-next;
if (len = 0.01f) { /* FLT_EPSILON is too large? */
EditBone *fBone;

/*  Find any bones that refer to this bone  */
for (fBone=arm-edbo-first; fBone; fBone= fBone-next) 
{
-   if (fBone-parent==eBone)
-   fBone-parent= eBone-parent;
+   if (fBone-parent == eBone)
+   fBone-parent = eBone-parent;
}
if (G.f  G_DEBUG)
printf(Warning: removed zero sized bone: 
%s\n, eBone-name);
@@ -416,59 +416,52 @@

/*  Copy the bones from the editData into the armature */
for (eBone=arm-edbo-first; eBone; eBone=eBone-next) {
-   newBone= MEM_callocN(sizeof(Bone), bone);
-   eBone-temp= newBone;   /* Associate the real Bones with the 
EditBones */
+   newBone = MEM_callocN(sizeof(Bone), bone);

+   /* Associate the real Bones with the EditBones */
+   eBone-temp = newBone;
+   
BLI_strncpy(newBone-name, eBone-name, sizeof(newBone-name));
-   memcpy(newBone-head, eBone-head, sizeof(newBone-head));
-   memcpy(newBone-tail, eBone-tail, sizeof(newBone-tail));
-   newBone-flag= eBone-flag;
+   newBone-flag = eBone-flag;

if (eBone == arm-act_edbone) {
-   newBone-flag |= BONE_SELECTED; /* important, editbones 
can be active with only 1 point selected */
-   arm-act_edbone= NULL;
-   arm-act_bone= newBone;
+   /* important, editbones can be active with only 1 point 
selected */
+   newBone-flag |= BONE_SELECTED;
+   arm-act_edbone = NULL;
+   arm-act_bone = newBone;
}
newBone-roll = 0.0f;
-   
newBone-weight = eBone-weight;
newBone-dist = eBone-dist;
-   
newBone-xwidth = eBone-xwidth;
newBone-zwidth = eBone-zwidth;
-   newBone-ease1= eBone-ease1;
-   newBone-ease2= eBone-ease2;
-   newBone-rad_head= eBone-rad_head;
-   newBone-rad_tail= eBone-rad_tail;
-   newBone-segments= eBone-segments;
+   newBone-ease1 = eBone-ease1;
+   newBone-ease2 = eBone-ease2;
+   newBone-rad_head = eBone-rad_head;
+   newBone-rad_tail = eBone-rad_tail;
+   newBone-segments = eBone-segments;
newBone-layer = eBone-layer;

if(eBone-prop)
-   newBone-prop= IDP_CopyProperty(eBone-prop);
+   newBone-prop = IDP_CopyProperty(eBone-prop);
}

/*  Fix parenting in a separate pass to ensure ebone-bone 
connections
are valid at this point */
-   for (eBone=arm-edbo-first;eBone;eBone=eBone-next) {
-   newBone= (Bone *)eBone-temp;
+   for (eBone=arm-edbo-first; eBone; eBone=eBone-next) {
+   newBone = (Bone *)eBone-temp;
if (eBone-parent) {
-   newBone-parent= (Bone *)eBone-parent-temp;
+   newBone-parent = (Bone *)eBone-parent-temp;
BLI_addtail(newBone-parent-childbase, newBone);
-   
{
-   float M_boneRest[3][3];
float M_parentRest[3][3];
float 

Re: [Bf-committers] Safety request for ctrl-U and File-Save User Prevs

2011-02-01 Thread Agustin Benavidez
Me too, i managed to override the default blend once in a while and is
pretty annoying, because it doesn't happens all the time and you are not
prepared for that, loosing all the changes you made. Not even a confirmation
option, to me this is almost surreal, also a good point to bring back to the
table the discussion of confirmation pocess in blender, sometimes blender
abuses that you have precision of the robot when you are only a simple human
being.

Cheers.


2011/2/1 Knapp magick.c...@gmail.com

 Or a cascade of files from new to older. They are small enough and hard
 drives are huge these days so this should be no problem, even with 100 of
 them.

 2011/2/1 Dalai Felinto dfeli...@gmail.com

  Ctrl+U does ask you to confirm if you want to save it.
  What you want is the same dialog when you call it from the menu?
 
  --
  Dalai
  dalaifelinto.com
 
  2011/2/1 Ρυακιωτάκης Αντώνης kal...@gmail.com
 
   Zes, it's true! Agree,agree!
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 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-02-01 Thread Wahooney
This issue could probably be solved for all parties involved if/when we 
get user definable defaults for all operators.

On 2011/02/01 01:10 PM, Ton Roosendaal wrote:
 Hi Daniel,

 Whether there are good or bad reasons, it's important to get backup by
 people who maintain the code, this to prevent everyone to just commit
 their personal preferences!

 When no explicit maintainers are mentioned you can always run it via
 me too :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 1 Feb, 2011, at 0:29, Daniel Salazar - 3Developer.com wrote:

 I don't think we should be prohibited from making a change because of
 a screenshot. I'll try to explain my reasons:

 The legacy empty is cluttered. All that XYZ information is hardly ever
 needed and when you do need it you can use the manipulators to check
 the empties coordinate. (legacy empty is older than the manipulator
 even).

 The legacy empty is visually shifted to only the positive sides which,
 with lots of close together empties ends up making selection and
 recognition difficult

 http://www.pasteall.org/pic/show.php?id=8469

 In the few cases you feel you actually need to see the positive axis
 arrows theres always the option to set it that way. It's not that I've
 removed it

 cheers

 Daniel Salazar
 www.3developer.com



 2011/1/31 Carsten Wartmannc...@blenderbuch.de:
 Am 27.01.2011 22:05, schrieb Daniel Salazar:
 Revision: 34535
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34535
 Author:   zanqdo
 Date: 2011-01-27 21:05:01 + (Thu, 27 Jan 2011)
 Log Message:
 ---
 More logical ordering of Empty draw types. Made Plain Axes default
 for
 new empties
 So I have to redo all screenshots containing an Empty in my comming
 book? Beside the places where I describe the look of Empties or
 even use
 them for the reader as hint which axis to choose.

 I wish such changes would be communicated a bit (better) here. Why do
 you think this is a better drawtype than the mini-axis?

 Carsten
 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage: http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
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[Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Tobias Oelgarte
Im currently reviewing the armature code to fix the loss of precession 
while switching between edit mode and pose mode. Basically the locations 
and roll angles are computed back and forth every time. Since it is done 
with floating point precession the rig tends to fall apart. To correct 
that i will have to know how the Bone struct is allocated. Does it 
even get allocated? Meaning that it will always be the result from a 
conversion from struct EditBone to struct Bone?

The question is basically about the fact which kind of struct is created 
first. From using blender i would assume that Editbones get created 
first and will then be converted to Bones, when you leave editmode. On 
the other hand: How it is handled while loading an existing file? Are 
the Editbones (for editmode) stored or the Bones (for Posemode and 
anything else)?

What i basically want to do is to store the untransformed head and tail 
locations together with the boneroll as separate variables inside the 
Bone struct. That seams to me the only way to get rid of the steady 
conversions, which will end up destroying the bone locations in editmode.

Tobias Oelgarte


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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Tom Edwards
Why are heads and tails stored anyway? This would be a great opportunity 
to make editbones loc, rot, length. The difference between edit and pose 
is bizarre from both a user's and developer's perspective, and a huge 
HUGE headache when importing/exporting.

On 01/02/2011 2:13, Tobias Oelgarte wrote:
 Im currently reviewing the armature code to fix the loss of precession
 while switching between edit mode and pose mode. Basically the locations
 and roll angles are computed back and forth every time. Since it is done
 with floating point precession the rig tends to fall apart. To correct
 that i will have to know how the Bone struct is allocated. Does it
 even get allocated? Meaning that it will always be the result from a
 conversion from struct EditBone to struct Bone?

 The question is basically about the fact which kind of struct is created
 first. From using blender i would assume that Editbones get created
 first and will then be converted to Bones, when you leave editmode. On
 the other hand: How it is handled while loading an existing file? Are
 the Editbones (for editmode) stored or the Bones (for Posemode and
 anything else)?

 What i basically want to do is to store the untransformed head and tail
 locations together with the boneroll as separate variables inside the
 Bone struct. That seams to me the only way to get rid of the steady
 conversions, which will end up destroying the bone locations in editmode.

 Tobias Oelgarte


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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Tobias Oelgarte
I don't know. Maybe it is easier to write code for the positioning of 
the bones in edit-mode and it wastes less space while storing. The real 
issue behind this is the steady conversion between this two types of 
structs. Everytime it will compute the boneroll, head and tail again as 
you enter edit-mode. A first more simple fix would be store this three 
properties along with Bone struct. (It has the same variable names, but 
they store different values) If i would add this three additional 
variables (float e_roll, float e_head[3], float e_tail[3]) then they 
could simply be copied back. This would at least result in no loss of 
precession.

The more general approach would be to make no difference and use one 
struct for both of them. This will store a bunch of extra information, 
but seriously, how many bones do you use? May it 1000 bones, then its 
still less then any normal sized texture.

But it still does not answer my main question. Is any Bone Object 
allocated somewhere before it's corresponding EditBone Object?

If not, then it would be easy to implement the three additional 
variables. The recomputation of roll, head and tail could be omitted 
while switching from pose- to edit-mode. The next step then could be to 
get rid of the EditBone-struct and the needles conversations, copying of 
properties.

Am 01.02.2011 16:00, schrieb Tom Edwards:
 Why are heads and tails stored anyway? This would be a great opportunity
 to make editbones loc, rot, length. The difference between edit and pose
 is bizarre from both a user's and developer's perspective, and a huge
 HUGE headache when importing/exporting.

 On 01/02/2011 2:13, Tobias Oelgarte wrote:
 Im currently reviewing the armature code to fix the loss of precession
 while switching between edit mode and pose mode. Basically the locations
 and roll angles are computed back and forth every time. Since it is done
 with floating point precession the rig tends to fall apart. To correct
 that i will have to know how the Bone struct is allocated. Does it
 even get allocated? Meaning that it will always be the result from a
 conversion from struct EditBone to struct Bone?

 The question is basically about the fact which kind of struct is created
 first. From using blender i would assume that Editbones get created
 first and will then be converted to Bones, when you leave editmode. On
 the other hand: How it is handled while loading an existing file? Are
 the Editbones (for editmode) stored or the Bones (for Posemode and
 anything else)?

 What i basically want to do is to store the untransformed head and tail
 locations together with the boneroll as separate variables inside the
 Bone struct. That seams to me the only way to get rid of the steady
 conversions, which will end up destroying the bone locations in editmode.

 Tobias Oelgarte


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-02-01 Thread Jason van Gumster

Daniel Salazar - 3Developer.com zan...@gmail.com wrote:

 I don't think we should be prohibited from making a change because of
 a screenshot. I'll try to explain my reasons:

Without getting into the details of the merits of which default draw type is
the best, framing this as prohibition because of a screenshot is a bit of a
convenient oversimplification of the situation. Carsten isn't the only one this
change affects. There are a lot of people documenting Blender now and changes
to default settings impacts all of us.

It just would've been nice to have a heads-up on this list prior to making such
a change. That way, at the very least, we're prepared for it... and at best, we
can provide some feedback.

Thanks.

  -Jason
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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Tobias Oelgarte
OK. Now i wrote a patch against it. It's a little bit a hack, since i 
need to ensure that the roll is at least computed once while importing 
older files. New Files will store the roll after applying this patch.

What it does:
  * It prevents any modification onto the bones while switching between 
bone-edit-mode and something else.
  * It copies the current head, tail, roll to the Bone structs that 
are used in pose-mode
  * When entering edit-mode it just copies the values back, ensuring no 
issues caused by floating point errors.

The good things:
  * Bones are now fixed and you can't destory you rig anymore by just 
tabbing between pose- and editmode.
  * Copying is faster then computation (not a real problem)

The bad things:
  * Additional memory used for Bone struct (not a real problem)
  * A little hack, to ensure compatibility to older files. Otherwise you 
can't open them without destroying the rig

The patch:
  * http://pastebin.com/mV5BwHqW

What could be done:
  * I do not know in which way blender stores the bones. I assume it 
stores the Bone structs. But i couldn't find the location in the code 
where they are read in. The problem is, that i have to setup the 
additional variables at least once, idealy when importing/creating the 
Bone structs. As long i can not fix this, i will have to use the 
variable e_used introduced by the patch.

Greetings from Tobias Oelgarte,
hoping on any kind of response, since this is a major bug. (I might be a 
bit angry, because my last rig got fucked up ^^)

Am 01.02.2011 16:00, schrieb Tom Edwards:
 Why are heads and tails stored anyway? This would be a great opportunity
 to make editbones loc, rot, length. The difference between edit and pose
 is bizarre from both a user's and developer's perspective, and a huge
 HUGE headache when importing/exporting.

 On 01/02/2011 2:13, Tobias Oelgarte wrote:
 Im currently reviewing the armature code to fix the loss of precession
 while switching between edit mode and pose mode. Basically the locations
 and roll angles are computed back and forth every time. Since it is done
 with floating point precession the rig tends to fall apart. To correct
 that i will have to know how the Bone struct is allocated. Does it
 even get allocated? Meaning that it will always be the result from a
 conversion from struct EditBone to struct Bone?

 The question is basically about the fact which kind of struct is created
 first. From using blender i would assume that Editbones get created
 first and will then be converted to Bones, when you leave editmode. On
 the other hand: How it is handled while loading an existing file? Are
 the Editbones (for editmode) stored or the Bones (for Posemode and
 anything else)?

 What i basically want to do is to store the untransformed head and tail
 locations together with the boneroll as separate variables inside the
 Bone struct. That seams to me the only way to get rid of the steady
 conversions, which will end up destroying the bone locations in editmode.

 Tobias Oelgarte


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: workaround [#25845] Empty UI panels

2011-02-01 Thread Doug Hammond
Campbell,

I must object strongly to what you've done here. Once again you've crippled
my addon (and perhaps others) at the drop of a hat, and again without giving
any prior notice or discussion on the issue.

Consider the design of an export/render addon:

1. Create an operator that exports the scene to file
2. Add an entry in file-export for that operator
3. USE that same operator to export the scene prior to rendering

Now that you've effectively disabled the scene export operator during
RenderEngine.render(), you've broken this addon design.
The only way I can possibly make the rendering work again is to duplicate a
whole load of code that forms the scene export operator into the render()
method, and this is clearly a bad idea.

Yours sincerely annoyed,
Doug Hammond.


On 1 February 2011 00:32, Campbell Barton ideasma...@gmail.com wrote:

 Revision: 34590

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34590
 Author:   campbellbarton
 Date: 2011-02-01 00:32:50 + (Tue, 01 Feb 2011)
 Log Message:
 ---
 workaround [#25845] Empty UI panels
 - now writing to RNA is disabled when inside render() call.
 - disallow calling operators when writes are disabled.

 Rendering runs in a thread so running operators from the thread is not safe
 unless rendering becomes a blocking operator again.

 Modified Paths:
 --
trunk/blender/source/blender/python/intern/bpy_operator.c
trunk/blender/source/blender/python/intern/bpy_rna.c
trunk/blender/source/blender/python/intern/bpy_rna.h

 Modified: trunk/blender/source/blender/python/intern/bpy_operator.c
 ===
 --- trunk/blender/source/blender/python/intern/bpy_operator.c   2011-01-31
 23:54:51 UTC (rev 34589)
 +++ trunk/blender/source/blender/python/intern/bpy_operator.c   2011-02-01
 00:32:50 UTC (rev 34590)
 @@ -138,6 +138,11 @@
return NULL;
}

 +   if(!pyrna_write_check()) {
 +   PyErr_Format(PyExc_SystemError, Calling operator
 \bpy.ops.%s\ error, can't modify blend data in this state
 (drawing/rendering), opname);
 +   return NULL;
 +   }
 +
if(context_str) {
if(RNA_enum_value_from_id(operator_context_items,
 context_str, context)==0) {
char *enum_str=
 BPy_enum_as_string(operator_context_items);

 Modified: trunk/blender/source/blender/python/intern/bpy_rna.c
 ===
 --- trunk/blender/source/blender/python/intern/bpy_rna.c2011-01-31
 23:54:51 UTC (rev 34589)
 +++ trunk/blender/source/blender/python/intern/bpy_rna.c2011-02-01
 00:32:50 UTC (rev 34590)
 @@ -83,7 +83,19 @@
}
return FALSE;
  }
 +#endif // USE_PEDANTIC_WRITE

 +
 +#ifdef USE_PEDANTIC_WRITE
 +int pyrna_write_check(void)
 +{
 +   return !rna_disallow_writes;
 +}
 +#else // USE_PEDANTIC_WRITE
 +int pyrna_write_check(void)
 +{
 +   return TRUE;
 +}
  #endif // USE_PEDANTIC_WRITE

  static Py_ssize_t pyrna_prop_collection_length(BPy_PropertyRNA *self);
 @@ -5324,8 +5336,9 @@
PyGILState_STATE gilstate;

  #ifdef USE_PEDANTIC_WRITE
 +   const char *func_id= RNA_function_identifier(func);
/* testing, for correctness, not operator and not draw function */
 -   const short is_readonly= strstr(draw,
 RNA_function_identifier(func)) || !RNA_struct_is_a(ptr-type,
 RNA_Operator);
 +   const short is_readonly= strstr(draw, func_id) ||
 strstr(render, func_id) || !RNA_struct_is_a(ptr-type, RNA_Operator);
  #endif

py_class= RNA_struct_py_type_get(ptr-type);

 Modified: trunk/blender/source/blender/python/intern/bpy_rna.h
 ===
 --- trunk/blender/source/blender/python/intern/bpy_rna.h2011-01-31
 23:54:51 UTC (rev 34589)
 +++ trunk/blender/source/blender/python/intern/bpy_rna.h2011-02-01
 00:32:50 UTC (rev 34590)
 @@ -108,4 +108,6 @@
  PyObject *pyrna_math_object_from_array(PointerRNA *ptr, PropertyRNA
 *prop);
  int pyrna_array_contains_py(PointerRNA *ptr, PropertyRNA *prop, PyObject
 *value);

 +int pyrna_write_check(void);
 +
  #endif

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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Stephen Swaney
On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote:
 
 The patch:
   * http://pastebin.com/mV5BwHqW

Blender has a Patch Tracker.  Putting patches in our tracker
makes it easier to review and maintain them.

Making it easier for patch reviewers is making it easier to 
get your patch applied.

-- 
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sswa...@centurytel.net

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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Brecht Van Lommel
Hi,

This patch and the other one you posted contain many formatting
changes, please keep those out of patches, it's hard to see what you
changed.

Regarding this fix, it would be better to store original
roll/head/tail + loc/rot/scale on entering edit mode in the EditBone,
and then use that when you convert back from EditBone to Bone, if the
roll/head/tail didn't change (maybe need to check for parent changes
too). That keeps it nice localized. Better not store duplicate state
in files, not because of memory usage, but because it's better to keep
such hacks in runtime code.

Brecht.

On Tue, Feb 1, 2011 at 6:36 PM, Stephen Swaney sswa...@centurytel.net wrote:
 On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote:

 The patch:
   * http://pastebin.com/mV5BwHqW

 Blender has a Patch Tracker.  Putting patches in our tracker
 makes it easier to review and maintain them.

 Making it easier for patch reviewers is making it easier to
 get your patch applied.

 --
 Stephen Swaney
 sswa...@centurytel.net

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: workaround [#25845] Empty UI panels

2011-02-01 Thread Doug Hammond

 Though it should be quite simple to fix things without duplicate code
 in your case, by making a function that both the operator and render
 engine call?


Yes, indeed this is what I've done - in fact the refactoring is not as big
an issue as the lack of communication here and the fact that I end up having
several addon users complaining at me that things have stopped working every
time this happens!

Please please, for the sake of everyone's sanity, start communicating to the
API users before changing it.

Doug.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: workaround [#25845] Empty UI panels

2011-02-01 Thread Shaul Kedem
 Please please, for the sake of everyone's sanity, start communicating to the
 API users before changing it.

I think there should be a dedicated mailing list for changes in the
python API. Even if it is not stable or official yet, it's a de-facto
API and people are using it.

On Tue, Feb 1, 2011 at 12:57 PM, Doug Hammond
doughamm...@hamsterfight.co.uk wrote:

 Though it should be quite simple to fix things without duplicate code
 in your case, by making a function that both the operator and render
 engine call?


 Yes, indeed this is what I've done - in fact the refactoring is not as big
 an issue as the lack of communication here and the fact that I end up having
 several addon users complaining at me that things have stopped working every
 time this happens!

 Please please, for the sake of everyone's sanity, start communicating to the
 API users before changing it.

 Doug.
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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Tobias Oelgarte
@ Brecht Van Lommel:
You are right. I should have not made any further changes.

But regarding the storage of the variables i can't imagine a better 
place, since the editmode is where the precession comes from. If you 
store the restpositions in editmode and check with some delta against 
it, you will end up with the same problem again (floating point errors). 
The only right position for bones is the location inside the editmode. 
The editmode can have an effect on the the posemode, but whatever you do 
should have NO effect on the locations in editmode.

For example: A mesh will be deformed, but kept locally as it is. The 
same paradigm must be applied to bones.

The hack inside my code will be only necessary for importing. Once 
imported, it isn't needed anymore. But i could not find the codesection 
that creates the Bone structs while importing. Thats why i wrote it the 
way it is. Anything in if (curBone-e_used == 0) { should be moved 
there and no hack will be needed anymore. The variable e_used could be 
removed.

Maybe you want to give me a hint in which file the Bone structs are 
created. As soon i will know, i can implement a short check and set them 
up correctly without the need of additional variables, except for 
e_roll, e_head and e_tail.

Greetings from Tobias Oelgarte

Am 01.02.2011 18:47, schrieb Brecht Van Lommel:
 Hi,

 This patch and the other one you posted contain many formatting
 changes, please keep those out of patches, it's hard to see what you
 changed.

 Regarding this fix, it would be better to store original
 roll/head/tail + loc/rot/scale on entering edit mode in the EditBone,
 and then use that when you convert back from EditBone to Bone, if the
 roll/head/tail didn't change (maybe need to check for parent changes
 too). That keeps it nice localized. Better not store duplicate state
 in files, not because of memory usage, but because it's better to keep
 such hacks in runtime code.

 Brecht.

 On Tue, Feb 1, 2011 at 6:36 PM, Stephen Swaneysswa...@centurytel.net  wrote:
 On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote:
 The patch:
* http://pastebin.com/mV5BwHqW
 Blender has a Patch Tracker.  Putting patches in our tracker
 makes it easier to review and maintain them.

 Making it easier for patch reviewers is making it easier to
 get your patch applied.

 --
 Stephen Swaney
 sswa...@centurytel.net

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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Tobias Oelgarte
I fixed the issues with the patch and uploaded it to the tracker:
http://projects.blender.org/tracker/index.php?func=detailaid=25901group_id=9atid=127

The only thing that is missing is a check for older files. (See the 
description on the tracker for further information) I still need to find 
out, where the Bone structs getting allocated while opening and existing 
file. A small check for 0 and one initial computation with the current 
method should do the job. Any files that are stored afterwards will be 
fine, since the check will always fail.

Am 01.02.2011 18:47, schrieb Brecht Van Lommel:
 Hi,

 This patch and the other one you posted contain many formatting
 changes, please keep those out of patches, it's hard to see what you
 changed.

 Regarding this fix, it would be better to store original
 roll/head/tail + loc/rot/scale on entering edit mode in the EditBone,
 and then use that when you convert back from EditBone to Bone, if the
 roll/head/tail didn't change (maybe need to check for parent changes
 too). That keeps it nice localized. Better not store duplicate state
 in files, not because of memory usage, but because it's better to keep
 such hacks in runtime code.

 Brecht.

 On Tue, Feb 1, 2011 at 6:36 PM, Stephen Swaneysswa...@centurytel.net  wrote:
 On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote:
 The patch:
* http://pastebin.com/mV5BwHqW
 Blender has a Patch Tracker.  Putting patches in our tracker
 makes it easier to review and maintain them.

 Making it easier for patch reviewers is making it easier to
 get your patch applied.

 --
 Stephen Swaney
 sswa...@centurytel.net

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: workaround [#25845] Empty UI panels

2011-02-01 Thread Doug Hammond
Another side effect of this is that it's no longer possible to call my UI
message operator if something goes wrong with the render process. I'm forced
to revert to printing to console, which many of our users are unable to find
or copy/paste from correctly (example:
http://www.luxrender.net/forum/viewtopic.php?f=13t=5369 ).

So, some new way to cause UI messages to appear would be great ;)

Cheers,
Doug.


On 1 February 2011 18:07, Shaul Kedem shaul.ke...@gmail.com wrote:

  Please please, for the sake of everyone's sanity, start communicating to
 the
  API users before changing it.

 I think there should be a dedicated mailing list for changes in the
 python API. Even if it is not stable or official yet, it's a de-facto
 API and people are using it.

 On Tue, Feb 1, 2011 at 12:57 PM, Doug Hammond
 doughamm...@hamsterfight.co.uk wrote:
 
  Though it should be quite simple to fix things without duplicate code
  in your case, by making a function that both the operator and render
  engine call?
 
 
  Yes, indeed this is what I've done - in fact the refactoring is not as
 big
  an issue as the lack of communication here and the fact that I end up
 having
  several addon users complaining at me that things have stopped working
 every
  time this happens!
 
  Please please, for the sake of everyone's sanity, start communicating to
 the
  API users before changing it.
 
  Doug.
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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Brecht Van Lommel
Hi,

We should continue discussion in the patch tracker, please open a
report there. I'll reply later trying to explain what I mean, I still
think this is the wrong solution...

Brecht.

On Tue, Feb 1, 2011 at 7:12 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
 But regarding the storage of the variables i can't imagine a better
 place, since the editmode is where the precession comes from. If you
 store the restpositions in editmode and check with some delta against
 it, you will end up with the same problem again (floating point errors).
 The only right position for bones is the location inside the editmode.
 The editmode can have an effect on the the posemode, but whatever you do
 should have NO effect on the locations in editmode.

 For example: A mesh will be deformed, but kept locally as it is. The
 same paradigm must be applied to bones.

 The hack inside my code will be only necessary for importing. Once
 imported, it isn't needed anymore. But i could not find the codesection
 that creates the Bone structs while importing. Thats why i wrote it the
 way it is. Anything in if (curBone-e_used == 0) { should be moved
 there and no hack will be needed anymore. The variable e_used could be
 removed.

 Maybe you want to give me a hint in which file the Bone structs are
 created. As soon i will know, i can implement a short check and set them
 up correctly without the need of additional variables, except for
 e_roll, e_head and e_tail.

 Greetings from Tobias Oelgarte

 Am 01.02.2011 18:47, schrieb Brecht Van Lommel:
 Hi,

 This patch and the other one you posted contain many formatting
 changes, please keep those out of patches, it's hard to see what you
 changed.

 Regarding this fix, it would be better to store original
 roll/head/tail + loc/rot/scale on entering edit mode in the EditBone,
 and then use that when you convert back from EditBone to Bone, if the
 roll/head/tail didn't change (maybe need to check for parent changes
 too). That keeps it nice localized. Better not store duplicate state
 in files, not because of memory usage, but because it's better to keep
 such hacks in runtime code.

 Brecht.

 On Tue, Feb 1, 2011 at 6:36 PM, Stephen Swaneysswa...@centurytel.net  
 wrote:
 On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote:
 The patch:
    * http://pastebin.com/mV5BwHqW
 Blender has a Patch Tracker.  Putting patches in our tracker
 makes it easier to review and maintain them.

 Making it easier for patch reviewers is making it easier to
 get your patch applied.

 --
 Stephen Swaney
 sswa...@centurytel.net

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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Tobias Oelgarte
What do you mean with please open a report? I already added a patch 
proposal at:
https://projects.blender.org/tracker/index.php?func=detailaid=25901group_id=9atid=127

Did you mean something else, a bugreport maybe? (Im not familiar with 
the tracker)

Am 01.02.2011 21:11, schrieb Brecht Van Lommel:
 Hi,

 We should continue discussion in the patch tracker, please open a
 report there. I'll reply later trying to explain what I mean, I still
 think this is the wrong solution...

 Brecht.

 On Tue, Feb 1, 2011 at 7:12 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.com  wrote:
 But regarding the storage of the variables i can't imagine a better
 place, since the editmode is where the precession comes from. If you
 store the restpositions in editmode and check with some delta against
 it, you will end up with the same problem again (floating point errors).
 The only right position for bones is the location inside the editmode.
 The editmode can have an effect on the the posemode, but whatever you do
 should have NO effect on the locations in editmode.

 For example: A mesh will be deformed, but kept locally as it is. The
 same paradigm must be applied to bones.

 The hack inside my code will be only necessary for importing. Once
 imported, it isn't needed anymore. But i could not find the codesection
 that creates the Bone structs while importing. Thats why i wrote it the
 way it is. Anything in if (curBone-e_used == 0) { should be moved
 there and no hack will be needed anymore. The variable e_used could be
 removed.

 Maybe you want to give me a hint in which file the Bone structs are
 created. As soon i will know, i can implement a short check and set them
 up correctly without the need of additional variables, except for
 e_roll, e_head and e_tail.

 Greetings from Tobias Oelgarte

 Am 01.02.2011 18:47, schrieb Brecht Van Lommel:
 Hi,

 This patch and the other one you posted contain many formatting
 changes, please keep those out of patches, it's hard to see what you
 changed.

 Regarding this fix, it would be better to store original
 roll/head/tail + loc/rot/scale on entering edit mode in the EditBone,
 and then use that when you convert back from EditBone to Bone, if the
 roll/head/tail didn't change (maybe need to check for parent changes
 too). That keeps it nice localized. Better not store duplicate state
 in files, not because of memory usage, but because it's better to keep
 such hacks in runtime code.

 Brecht.

 On Tue, Feb 1, 2011 at 6:36 PM, Stephen Swaneysswa...@centurytel.net
 wrote:
 On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote:
 The patch:
 * http://pastebin.com/mV5BwHqW
 Blender has a Patch Tracker.  Putting patches in our tracker
 makes it easier to review and maintain them.

 Making it easier for patch reviewers is making it easier to
 get your patch applied.

 --
 Stephen Swaney
 sswa...@centurytel.net

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: workaround [#25845] Empty UI panels

2011-02-01 Thread Campbell Barton
Reverted the render part of this commit which checks for render()
calls, r25845.
Re-opened the bug and assigned to Brecht.

Since this functionality is broken (not thread safe and causes python
to give errors), I didn't think existing scripts depended on this.

If disabling operator calls during draw() functions is also a problem
I can revert that part of the commit too but I really think this is
bad practice so left in for now.

- Campbell

On Tue, Feb 1, 2011 at 7:23 PM, Doug Hammond
doughamm...@hamsterfight.co.uk wrote:
 Another side effect of this is that it's no longer possible to call my UI
 message operator if something goes wrong with the render process. I'm forced
 to revert to printing to console, which many of our users are unable to find
 or copy/paste from correctly (example:
 http://www.luxrender.net/forum/viewtopic.php?f=13t=5369 ).

 So, some new way to cause UI messages to appear would be great ;)

 Cheers,
 Doug.


 On 1 February 2011 18:07, Shaul Kedem shaul.ke...@gmail.com wrote:

  Please please, for the sake of everyone's sanity, start communicating to
 the
  API users before changing it.

 I think there should be a dedicated mailing list for changes in the
 python API. Even if it is not stable or official yet, it's a de-facto
 API and people are using it.

 On Tue, Feb 1, 2011 at 12:57 PM, Doug Hammond
 doughamm...@hamsterfight.co.uk wrote:
 
  Though it should be quite simple to fix things without duplicate code
  in your case, by making a function that both the operator and render
  engine call?
 
 
  Yes, indeed this is what I've done - in fact the refactoring is not as
 big
  an issue as the lack of communication here and the fact that I end up
 having
  several addon users complaining at me that things have stopped working
 every
  time this happens!
 
  Please please, for the sake of everyone's sanity, start communicating to
 the
  API users before changing it.
 
  Doug.
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-- 
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Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-01 Thread Brecht Van Lommel
It's fine, I received your last e-mail after I sent mine.

Brecht.

On Tue, Feb 1, 2011 at 9:19 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
 What do you mean with please open a report? I already added a patch
 proposal at:
 https://projects.blender.org/tracker/index.php?func=detailaid=25901group_id=9atid=127

 Did you mean something else, a bugreport maybe? (Im not familiar with
 the tracker)

 Am 01.02.2011 21:11, schrieb Brecht Van Lommel:
 Hi,

 We should continue discussion in the patch tracker, please open a
 report there. I'll reply later trying to explain what I mean, I still
 think this is the wrong solution...

 Brecht.

 On Tue, Feb 1, 2011 at 7:12 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.com  wrote:
 But regarding the storage of the variables i can't imagine a better
 place, since the editmode is where the precession comes from. If you
 store the restpositions in editmode and check with some delta against
 it, you will end up with the same problem again (floating point errors).
 The only right position for bones is the location inside the editmode.
 The editmode can have an effect on the the posemode, but whatever you do
 should have NO effect on the locations in editmode.

 For example: A mesh will be deformed, but kept locally as it is. The
 same paradigm must be applied to bones.

 The hack inside my code will be only necessary for importing. Once
 imported, it isn't needed anymore. But i could not find the codesection
 that creates the Bone structs while importing. Thats why i wrote it the
 way it is. Anything in if (curBone-e_used == 0) { should be moved
 there and no hack will be needed anymore. The variable e_used could be
 removed.

 Maybe you want to give me a hint in which file the Bone structs are
 created. As soon i will know, i can implement a short check and set them
 up correctly without the need of additional variables, except for
 e_roll, e_head and e_tail.

 Greetings from Tobias Oelgarte

 Am 01.02.2011 18:47, schrieb Brecht Van Lommel:
 Hi,

 This patch and the other one you posted contain many formatting
 changes, please keep those out of patches, it's hard to see what you
 changed.

 Regarding this fix, it would be better to store original
 roll/head/tail + loc/rot/scale on entering edit mode in the EditBone,
 and then use that when you convert back from EditBone to Bone, if the
 roll/head/tail didn't change (maybe need to check for parent changes
 too). That keeps it nice localized. Better not store duplicate state
 in files, not because of memory usage, but because it's better to keep
 such hacks in runtime code.

 Brecht.

 On Tue, Feb 1, 2011 at 6:36 PM, Stephen Swaneysswa...@centurytel.net    
 wrote:
 On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote:
 The patch:
     * http://pastebin.com/mV5BwHqW
 Blender has a Patch Tracker.  Putting patches in our tracker
 makes it easier to review and maintain them.

 Making it easier for patch reviewers is making it easier to
 get your patch applied.

 --
 Stephen Swaney
 sswa...@centurytel.net

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: workaround [#25845] Empty UI panels

2011-02-01 Thread Martin Poirier
You should use the reporting API for that.

It logs to the internal console, so users will be able to copy/paste and 
whatnot.

Martin

--- On Tue, 2/1/11, Doug Hammond doughamm...@hamsterfight.co.uk wrote:

 From: Doug Hammond doughamm...@hamsterfight.co.uk
 Subject: Re: [Bf-committers] [Bf-blender-cvs] SVN commit: 
 /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: 
 workaround [#25845] Empty UI panels
 To: bf-blender developers bf-committers@blender.org
 Received: Tuesday, February 1, 2011, 2:23 PM
 Another side effect of this is that
 it's no longer possible to call my UI
 message operator if something goes wrong with the render
 process. I'm forced
 to revert to printing to console, which many of our users
 are unable to find
 or copy/paste from correctly (example:
 http://www.luxrender.net/forum/viewtopic.php?f=13t=5369
 ).
 
 So, some new way to cause UI messages to appear would be
 great ;)
 
 Cheers,
 Doug.
 
 
 On 1 February 2011 18:07, Shaul Kedem shaul.ke...@gmail.com
 wrote:
 
   Please please, for the sake of everyone's sanity,
 start communicating to
  the
   API users before changing it.
 
  I think there should be a dedicated mailing list for
 changes in the
  python API. Even if it is not stable or official yet,
 it's a de-facto
  API and people are using it.
 
  On Tue, Feb 1, 2011 at 12:57 PM, Doug Hammond
  doughamm...@hamsterfight.co.uk
 wrote:
  
   Though it should be quite simple to fix
 things without duplicate code
   in your case, by making a function that both
 the operator and render
   engine call?
  
  
   Yes, indeed this is what I've done - in fact the
 refactoring is not as
  big
   an issue as the lack of communication here and
 the fact that I end up
  having
   several addon users complaining at me that things
 have stopped working
  every
   time this happens!
  
   Please please, for the sake of everyone's sanity,
 start communicating to
  the
   API users before changing it.
  
   Doug.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: workaround [#25845] Empty UI panels

2011-02-01 Thread Doug Hammond
Reporting is only available inside operators, which I can't use from the
RenderEngine

Cheers,
Doug.


On 1 February 2011 21:17, Martin Poirier the...@yahoo.com wrote:

 You should use the reporting API for that.

 It logs to the internal console, so users will be able to copy/paste and
 whatnot.

 Martin

 --- On Tue, 2/1/11, Doug Hammond doughamm...@hamsterfight.co.uk wrote:

  From: Doug Hammond doughamm...@hamsterfight.co.uk
  Subject: Re: [Bf-committers] [Bf-blender-cvs] SVN commit:
 /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern:
 workaround [#25845] Empty UI panels
  To: bf-blender developers bf-committers@blender.org
  Received: Tuesday, February 1, 2011, 2:23 PM
  Another side effect of this is that
  it's no longer possible to call my UI
  message operator if something goes wrong with the render
  process. I'm forced
  to revert to printing to console, which many of our users
  are unable to find
  or copy/paste from correctly (example:
  http://www.luxrender.net/forum/viewtopic.php?f=13t=5369
  ).
 
  So, some new way to cause UI messages to appear would be
  great ;)
 
  Cheers,
  Doug.
 
 
  On 1 February 2011 18:07, Shaul Kedem shaul.ke...@gmail.com
  wrote:
 
Please please, for the sake of everyone's sanity,
  start communicating to
   the
API users before changing it.
  
   I think there should be a dedicated mailing list for
  changes in the
   python API. Even if it is not stable or official yet,
  it's a de-facto
   API and people are using it.
  
   On Tue, Feb 1, 2011 at 12:57 PM, Doug Hammond
   doughamm...@hamsterfight.co.uk
  wrote:
   
Though it should be quite simple to fix
  things without duplicate code
in your case, by making a function that both
  the operator and render
engine call?
   
   
Yes, indeed this is what I've done - in fact the
  refactoring is not as
   big
an issue as the lack of communication here and
  the fact that I end up
   having
several addon users complaining at me that things
  have stopped working
   every
time this happens!
   
Please please, for the sake of everyone's sanity,
  start communicating to
   the
API users before changing it.
   
Doug.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: workaround [#25845] Empty UI panels

2011-02-01 Thread Martin Poirier
Then it should be made available inside a RenderEngine (I was thinking of the 
render log thingy).

Martin

--- On Tue, 2/1/11, Doug Hammond doughamm...@hamsterfight.co.uk wrote:

 From: Doug Hammond doughamm...@hamsterfight.co.uk
 Subject: Re: [Bf-committers] [Bf-blender-cvs] SVN commit: 
 /data/svn/bf-blender [34590] trunk/blender/source/blender/ python/intern: 
 workaround [#25845] Empty UI panels
 To: bf-blender developers bf-committers@blender.org
 Received: Tuesday, February 1, 2011, 4:25 PM
 Reporting is only available inside
 operators, which I can't use from the
 RenderEngine
 
 Cheers,
 Doug.
 
 
 On 1 February 2011 21:17, Martin Poirier the...@yahoo.com
 wrote:
 
  You should use the reporting API for that.
 
  It logs to the internal console, so users will be able
 to copy/paste and
  whatnot.
 
  Martin
 
  --- On Tue, 2/1/11, Doug Hammond doughamm...@hamsterfight.co.uk
 wrote:
 
   From: Doug Hammond doughamm...@hamsterfight.co.uk
   Subject: Re: [Bf-committers] [Bf-blender-cvs] SVN
 commit:
  /data/svn/bf-blender [34590]
 trunk/blender/source/blender/ python/intern:
  workaround [#25845] Empty UI panels
   To: bf-blender developers bf-committers@blender.org
   Received: Tuesday, February 1, 2011, 2:23 PM
   Another side effect of this is that
   it's no longer possible to call my UI
   message operator if something goes wrong with the
 render
   process. I'm forced
   to revert to printing to console, which many of
 our users
   are unable to find
   or copy/paste from correctly (example:
   http://www.luxrender.net/forum/viewtopic.php?f=13t=5369
   ).
  
   So, some new way to cause UI messages to appear
 would be
   great ;)
  
   Cheers,
   Doug.
  
  
   On 1 February 2011 18:07, Shaul Kedem shaul.ke...@gmail.com
   wrote:
  
 Please please, for the sake of
 everyone's sanity,
   start communicating to
the
 API users before changing it.
   
I think there should be a dedicated mailing
 list for
   changes in the
python API. Even if it is not stable or
 official yet,
   it's a de-facto
API and people are using it.
   
On Tue, Feb 1, 2011 at 12:57 PM, Doug
 Hammond
doughamm...@hamsterfight.co.uk
   wrote:

 Though it should be quite simple to
 fix
   things without duplicate code
 in your case, by making a function
 that both
   the operator and render
 engine call?


 Yes, indeed this is what I've done - in
 fact the
   refactoring is not as
big
 an issue as the lack of communication
 here and
   the fact that I end up
having
 several addon users complaining at me
 that things
   have stopped working
every
 time this happens!

 Please please, for the sake of
 everyone's sanity,
   start communicating to
the
 API users before changing it.

 Doug.

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-02-01 Thread Daniel Salazar - 3Developer.com
OK guys, no matter what, blender will not look the same in the future.
That is why you documenters always have new stuff to show right?
Greater changes are being made all the time, it's your job to keep up.
Of course I could have told about it in this list but I do believe
this is getting out of hand. Blender is continually being changed all
over the place. What I changed is only a default, I didn't remove the
draw option. I've changed tons of stuff like this in the past,
defaults and limits for settings everywhere, added options on the UI..
and all of them based on my experience working on blender everyday. I
don't think documentation has to be *perfectly* up to date either. You
are not teaching robots are you? With all that said, I will try to be
more communicative in the future but hope this doesnt become a
considerable limit for my efforts in blender

cheers
Daniel Salazar


2011/2/1 Jason van Gumster ja...@handturkeystudios.com:

 Daniel Salazar - 3Developer.com zan...@gmail.com wrote:

 I don't think we should be prohibited from making a change because of
 a screenshot. I'll try to explain my reasons:

 Without getting into the details of the merits of which default draw type is
 the best, framing this as prohibition because of a screenshot is a bit of a
 convenient oversimplification of the situation. Carsten isn't the only one 
 this
 change affects. There are a lot of people documenting Blender now and changes
 to default settings impacts all of us.

 It just would've been nice to have a heads-up on this list prior to making 
 such
 a change. That way, at the very least, we're prepared for it... and at best, 
 we
 can provide some feedback.

 Thanks.

  -Jason
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-02-01 Thread GSR
Hi,
zan...@gmail.com (2011-02-01 at 1830.42 -0600):
 OK guys, no matter what, blender will not look the same in the future.

Why does it have to change? Change for the sake of change sucks (or
you are trying to sell something and your only way is changing the
paint).

This new default is less informative than before. Try rotating an
empty. Ooops, you do not see what is XYZ anymore, because default
manipulator mode does not match. It only works as old empties when it
is set to the right mode and the empty is selected.

Before it was a quick glaze, now it requires selection and maybe even
changing the manipulator mode (and back to what you were using, and
select whatever you had before, of course). That does not sound a
change for better, but one that makes things slower.

GSR
 
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[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-02-01 Thread Tony Mullen
My $0.02:

I'm with ZanQdo here. And I know very well how a last minute default
change can screw up documentation. Large portions of my second book
were seriously borked by the change to add objects in Object mode
rather than Edit mode, which was a decision made after the first or
second test build of the version had already been released. I got a
lot of 1 star reviews on amazon over that! :(.

For situations like that, at the stage of debug builds, I think
changes should be as strictly as possible limited to debugging, and
changes that affect workflow at that late stage should be seriously
(re)considered and communicated.

But we're not at that stage now, we're at beta, and at beta all kinds
of things can change. And if the changes don't affect workflow (like
the default draw of Empties) then I don't see much of an issue.
Redoing screenshots isn't even necessary. Unless the book has already
gone to press then one line of text can explain the different draw
type. And if the book has gone to press, well, that's what happens
when you write about beta software.

Documenters (and learners) just need to live with that. A book isn't
obsolete just because an icon looks different or an empty is drawn
differently, and anybody who thinks it is should probably stay away
from Blender books.

T


 OK guys, no matter what, blender will not look the same in the future.
 That is why you documenters always have new stuff to show right?
 Greater changes are being made all the time, it's your job to keep up.
 Of course I could have told about it in this list but I do believe
 this is getting out of hand. Blender is continually being changed all
 over the place. What I changed is only a default, I didn't remove the
 draw option. I've changed tons of stuff like this in the past,
 defaults and limits for settings everywhere, added options on the UI..
 and all of them based on my experience working on blender everyday. I
 don't think documentation has to be *perfectly* up to date either. You
 are not teaching robots are you? With all that said, I will try to be
 more communicative in the future but hope this doesnt become a
 considerable limit for my efforts in blender

 cheers
 Daniel Salazar
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-02-01 Thread Jason van Gumster
No doubts. I hope that there's no misunderstanding here. Blender is by far one
of the most documenter-friendly environments around. In fact, I'd go so far as
to say that we're pretty spoiled if things like this are all we have to
complain about. I'm well aware that defaults have changed before and I've
ridden the wave with those as well. My comment was that it's sometimes nice to
have a touch of warning when it comes to the more visible changes. Whether or
not that actually happens, I'll deal with it... and I'll probably deal with it
with a smile on my face.

The silver lining here is that the issue has been raised and addressed. In
other development communities, we might not even get that much. :)

Thanks!

  Jason

Tony Mullen tony.mul...@gmail.com wrote:

 My $0.02:
 
 I'm with ZanQdo here. And I know very well how a last minute default
 change can screw up documentation. Large portions of my second book
 were seriously borked by the change to add objects in Object mode
 rather than Edit mode, which was a decision made after the first or
 second test build of the version had already been released. I got a
 lot of 1 star reviews on amazon over that! :(.
 
 For situations like that, at the stage of debug builds, I think
 changes should be as strictly as possible limited to debugging, and
 changes that affect workflow at that late stage should be seriously
 (re)considered and communicated.
 
 But we're not at that stage now, we're at beta, and at beta all kinds
 of things can change. And if the changes don't affect workflow (like
 the default draw of Empties) then I don't see much of an issue.
 Redoing screenshots isn't even necessary. Unless the book has already
 gone to press then one line of text can explain the different draw
 type. And if the book has gone to press, well, that's what happens
 when you write about beta software.
 
 Documenters (and learners) just need to live with that. A book isn't
 obsolete just because an icon looks different or an empty is drawn
 differently, and anybody who thinks it is should probably stay away
 from Blender books.
 
 T
 
 
  OK guys, no matter what, blender will not look the same in the future.
  That is why you documenters always have new stuff to show right?
  Greater changes are being made all the time, it's your job to keep up.
  Of course I could have told about it in this list but I do believe
  this is getting out of hand. Blender is continually being changed all
  over the place. What I changed is only a default, I didn't remove the
  draw option. I've changed tons of stuff like this in the past,
  defaults and limits for settings everywhere, added options on the UI..
  and all of them based on my experience working on blender everyday. I
  don't think documentation has to be *perfectly* up to date either. You
  are not teaching robots are you? With all that said, I will try to be
  more communicative in the future but hope this doesnt become a
  considerable limit for my efforts in blender
 
  cheers
  Daniel Salazar
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[Bf-committers] Do you have think create the engine for xbox 360 and PS3 game development?

2011-02-01 Thread iozk hz
I thinking about 'if blender game engine also works over xbox 360 and PS3 '
some know if blender will be adapt in a future?
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Re: [Bf-committers] Do you have think create the engine for xbox 360 and PS3 game development?

2011-02-01 Thread Mitchell Stokes
The BGE cannot link against closed source libraries. Both the 360 and PS3
SDKs are closed source, which means the BGE can never support them.

Cheers,
Mitchell Stokes
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