Re: [Bf-committers] Release Candidate test build
Do you mean you are interested in something like this? Blender 2.59 (sub 4) build date: wo 05-10-2011 build time: 08:05 build revision: 40796 build platform: Windows build type: Release build c flags: -msse2 -msse -pipe -funsigned-char -fno-strict-aliasing -Wall -Wcast-align -Werror=declaration-after-statement -Werror=implicit-function-declaration -Werror=return-type -Wstrict-prototypes -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings build c++ flags: -msse2 -msse -pipe -funsigned-char -fno-strict-aliasing -Wall -Wno-invalid-offsetof -Wno-sign-compare build link flags: --stack,2097152 build system: CMake 2011/10/5 Campbell Barton ideasma...@gmail.com On Wed, Oct 5, 2011 at 5:19 AM, Ton Roosendaal t...@blender.org wrote: Hi all, As scheduled, today would be a call for the official first release candidate! - Use svn r40790 - Splash internal version code will be still 2.59.4 - Name the build as usual for releases, with 2.60RC in name (I can rename builds to match it too :) Put the binaries at ftp.blender.org incoming/ or mail me urls! I'll put them all online with news messages wednesday afternoon daytime here. Thanks! -Ton- Would it be ok to go with 40791? (bad filesel poll *fix* means directory isn't editable - my mistake), also when fixing revisions can we pick addon revisions too? - currently r2391. ___ 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] Proposal: Object creation
This reminds a lot of what happens with NURBS, Meta or Text objects. So one Blenderish approach would be to add a new object type that has high level controls and can be converted into meshes when needed. It would fit the user workflow 100% and you have other code examples to follow. Yes, that's one way to implement the proposal. It should also enable us to reuse existing geometry-generation code IMO (be it blender-internal or from scripts). Not sure how easy that is on the coding side though. Cheers, Martin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: Object creation
Martin Poirier the...@yahoo.com wrote: It would be simpler to add the missing python wrapper for modifiers (if any are missing) than hacking the operator system to do something it's not meant to. Modifying existing python scripts for the new api should be easy. Python modifiers: Yes, definitely a way to do it [1]. Do I understand it correctly that all the current python scripts and blender-internal functions be reused (not duplicated) with some modifications? If not that would be far from optimal since you'd need to recreate every single mesh creation script as a modifier (or something to that extent). Which is ... uhm, not really the goal I had in mind with my proposal :-/ So if this is implemented using modifiers then there ought to be a way to reuse all the existing creation code. I seem to be missing something here. How is that simpler or rather better than my proposal? Don't take this the wrong way, I just want to understand the technical background. I know very little of the current architecture/code in Blender. One way to implement my original proposal is to create a _new object type_ that uses mesh creation operators for its content. (See also the response by GSR [2].) The object properties would be 1:1 representations of the parameters the operators need and the operator is executed each time they change. Is that not a way how operators should work/be used? Maybe I just don't understand them correctly. Cheers, Martin [1] Minor nitpick: The name Modifier implies that they modify things, not create from scratch. :-) Even if there is geometry created, there already was some to begin with. So you'd modify something in order for something new to be created ... kinda unintuitive. [2] http://lists.blender.org/pipermail/bf-committers/2011-October/033790.html ___ 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 [40800] trunk/blender: OSX: Correct copy/ paste error and exclude endianess switch from darwin
don't think this fix is correct, the endian test should not depend on the platform. On Wed, Oct 5, 2011 at 7:58 PM, jens verwiebe i...@jensverwiebe.de wrote: Revision: 40800 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=40800 Author: jensverwiebe Date: 2011-10-05 08:58:32 + (Wed, 05 Oct 2011) Log Message: --- OSX: Correct copy/paste error and exclude endianess switch from darwin Modified Paths: -- trunk/blender/SConstruct trunk/blender/intern/ghost/SConscript trunk/blender/source/blender/quicktime/SConscript Modified: trunk/blender/SConstruct === --- trunk/blender/SConstruct 2011-10-05 07:57:33 UTC (rev 40799) +++ trunk/blender/SConstruct 2011-10-05 08:58:32 UTC (rev 40800) @@ -338,7 +338,7 @@ env['CCFLAGS'].append('-DDISABLE_ELBEEM') -if btools.ENDIAN == big: +if btools.ENDIAN == big and not env['OURPLATFORM']=='darwin': env['CPPFLAGS'].append('-D__BIG_ENDIAN__') env['CXXFLAGS'].append('-D__BIG_ENDIAN__') env['CCFLAGS'].append('-D__BIG_ENDIAN__') Modified: trunk/blender/intern/ghost/SConscript === --- trunk/blender/intern/ghost/SConscript 2011-10-05 07:57:33 UTC (rev 40799) +++ trunk/blender/intern/ghost/SConscript 2011-10-05 08:58:32 UTC (rev 40800) @@ -103,7 +103,7 @@ env.BlenderLib ('bf_intern_ghost', sources, Split(incs), defines=defs, libtype=['intern','player'], priority = [40,15]) #, cc_compileflags=env['CCFLAGS'].append('/WX') ) elif env['WITH_GHOST_COCOA']: # always use Apple-gcc-4.2 for objC language, for gnu-compilers do not support it fully yet - env.BlenderLib ('bf_intern_ghost', sources, Split(incs), defines=defs, libtype=['intern','player'], priority = [40,15], cc_compilerchange='/usr/bin/gcc-4.2', cxx_compilerchange='/usr/bin/gcc-4.2' ) + env.BlenderLib ('bf_intern_ghost', sources, Split(incs), defines=defs, libtype=['intern','player'], priority = [40,15], cc_compilerchange='/usr/bin/gcc-4.2', cxx_compilerchange='/usr/bin/g++-4.2' ) print GHOST COCOA WILL BE COMPILED WITH APPLE GCC else: Modified: trunk/blender/source/blender/quicktime/SConscript === --- trunk/blender/source/blender/quicktime/SConscript 2011-10-05 07:57:33 UTC (rev 40799) +++ trunk/blender/source/blender/quicktime/SConscript 2011-10-05 08:58:32 UTC (rev 40800) @@ -35,6 +35,6 @@ if env['WITH_GHOST_COCOA']: defs.append('GHOST_COCOA') - env.BlenderLib ('bf_quicktime', sources=source_files, includes=incs, defines=defs, libtype=types, priority=priorities, cc_compilerchange='/usr/bin/gcc-4.2', cxx_compilerchange='/usr/bin/gcc-4.2') # always use Apple-gcc-4.2 for objC language, for gnu-compilers do not support it fully yet + env.BlenderLib ('bf_quicktime', sources=source_files, includes=incs, defines=defs, libtype=types, priority=priorities, cc_compilerchange='/usr/bin/gcc-4.2', cxx_compilerchange='/usr/bin/g++-4.2') # always use Apple-gcc-4.2 for objC language, for gnu-compilers do not support it fully yet else: env.BlenderLib ('bf_quicktime', sources=source_files, includes=incs, defines=defs, libtype=types, priority=priorities) ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Release Candidate test build
FreeBSD builds are up on d.b.o FTP On Tue, Oct 4, 2011 at 1:19 PM, Ton Roosendaal t...@blender.org wrote: Hi all, As scheduled, today would be a call for the official first release candidate! - Use svn r40790 - Splash internal version code will be still 2.59.4 - Name the build as usual for releases, with 2.60RC in name (I can rename builds to match it too :) Put the binaries at ftp.blender.org incoming/ or mail me urls! I'll put them all online with news messages wednesday afternoon daytime here. Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Current state of texture painting
I started a project recently and noticed that the texture painting is way inferior to sculpting when it comes to brushes. While you rotate, scale a brush in sculpt mode, this isn't possible in texturepaint mode. Using textures as a brush will result in multiple problems. At first the textures (images) are copied from UV to UV ignoring any projection. The second problem is that the texture (unlike you just draw with color) is not extended over seams. Additionally alpha channels inside the brush-texture will make the texture you paint on black (instead doing nothing in transparent areas) if the texture of the object has no alpha channel. Are there any plans to improve the texture painting or are there already (maybe experimental) versions that do a better job? Otherwise i will be forced to us external projection paint editing (unlikely to happen since it just is to time expensive in general) or will need to use something else then Blender. Don't take it as harsh critic, but this is a field where in my opinion Blender needs a lot of improvements. Greetings from Tobias Oelgarte ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] 2.60 release log: looking for the docs!
Hi, To make random searches easier, can people who contributed branches or larger patches mail as reply the urls of last updated logs? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Current state of texture painting
Hi, I am beginning work there, especially in the rotate and overlay tools for texture painting. check out the email with topic Texture Paint/Sculpt Usability Features Proposal in bf-developers(On which I am looking forward to feedback). The alpha problems you mention sounds like a bug and could be addressed soon. You could file a bug report in any case. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] OIIO on FreeBSD, or lack thereof
Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OIIO on FreeBSD, or lack thereof
Hi, As mentioned on the OIIO mailing list an error log would help, and it's indeed probably best to solve the build issue there. Also note that it's possible to build without Cycles, so it definitely shouldn't make it impossible to make releases entirely. There will be plenty of time before the 2.61 release to solve this. Brecht. On Wed, Oct 5, 2011 at 6:45 PM, pete larabell xgl.asyl...@gmail.com wrote: Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ 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] OIIO on FreeBSD, or lack thereof
Indeed, I sent the error log back to the oiio list. :) And, sorry for asking such a noob question, but where can I find build-without-oiio instructions? On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, As mentioned on the OIIO mailing list an error log would help, and it's indeed probably best to solve the build issue there. Also note that it's possible to build without Cycles, so it definitely shouldn't make it impossible to make releases entirely. There will be plenty of time before the 2.61 release to solve this. Brecht. On Wed, Oct 5, 2011 at 6:45 PM, pete larabell xgl.asyl...@gmail.com wrote: Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Current state of texture painting
That's very nice to hear. I'm also strongly in favor of the mockup presented in Texture Paint/Sculpt Usability Features Proposal. Having a slight preview what you paint and using custom brushes (rotate, scale, texture options[1]) would be a real improvement. That Brush/Tool-Button is indeed to large an requires always two clicks for one action. Also the options/sliders seam to be far spread, giving you more to read then you actually can to and enforces excessive scrolling. I really like that mockup. [1] as described in the mockup Greetings from Tobias Oelgarte Am 05.10.2011 18:44, schrieb Αντώνης Ρυακιωτάκης: Hi, I am beginning work there, especially in the rotate and overlay tools for texture painting. check out the email with topic Texture Paint/Sculpt Usability Features Proposal in bf-developers(On which I am looking forward to feedback). The alpha problems you mention sounds like a bug and could be addressed soon. You could file a bug report in any case. ___ 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] OIIO on FreeBSD, or lack thereof
Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake. Am 05.10.2011 19:10, schrieb pete larabell: Indeed, I sent the error log back to the oiio list. :) And, sorry for asking such a noob question, but where can I find build-without-oiio instructions? On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, As mentioned on the OIIO mailing list an error log would help, and it's indeed probably best to solve the build issue there. Also note that it's possible to build without Cycles, so it definitely shouldn't make it impossible to make releases entirely. There will be plenty of time before the 2.61 release to solve this. Brecht. On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com wrote: Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OIIO on FreeBSD, or lack thereof
Sorry if I'm misunderstanding or misstating something here... Is it possible to build, and use, a Cycles build of Blender, using the Cycles renderer for the rendering (w/CUDA), without ever downloading/building/installing OpenImageIO? On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dinges blen...@dingto.org wrote: Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake. Am 05.10.2011 19:10, schrieb pete larabell: Indeed, I sent the error log back to the oiio list. :) And, sorry for asking such a noob question, but where can I find build-without-oiio instructions? On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, As mentioned on the OIIO mailing list an error log would help, and it's indeed probably best to solve the build issue there. Also note that it's possible to build without Cycles, so it definitely shouldn't make it impossible to make releases entirely. There will be plenty of time before the 2.61 release to solve this. Brecht. On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com wrote: Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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] OIIO on FreeBSD, or lack thereof
Hey Pete, there is no way to run/build Cycles without OpenImageIO. So you would still be able to build Blender, but not with the Cycles engine. Thomas Am 05.10.2011 19:56, schrieb pete larabell: Sorry if I'm misunderstanding or misstating something here... Is it possible to build, and use, a Cycles build of Blender, using the Cycles renderer for the rendering (w/CUDA), without ever downloading/building/installing OpenImageIO? On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dingesblen...@dingto.org wrote: Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake. Am 05.10.2011 19:10, schrieb pete larabell: Indeed, I sent the error log back to the oiio list. :) And, sorry for asking such a noob question, but where can I find build-without-oiio instructions? On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel brechtvanlom...@pandora.bewrote: Hi, As mentioned on the OIIO mailing list an error log would help, and it's indeed probably best to solve the build issue there. Also note that it's possible to build without Cycles, so it definitely shouldn't make it impossible to make releases entirely. There will be plenty of time before the 2.61 release to solve this. Brecht. On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com wrote: Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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 -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OIIO on FreeBSD, or lack thereof
Thanks for clarifying. :) I will continue to work with OIIO to get it working on FreeBSD. On Wed, Oct 5, 2011 at 1:02 PM, Thomas Dinges blen...@dingto.org wrote: Hey Pete, there is no way to run/build Cycles without OpenImageIO. So you would still be able to build Blender, but not with the Cycles engine. Thomas Am 05.10.2011 19:56, schrieb pete larabell: Sorry if I'm misunderstanding or misstating something here... Is it possible to build, and use, a Cycles build of Blender, using the Cycles renderer for the rendering (w/CUDA), without ever downloading/building/installing OpenImageIO? On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dingesblen...@dingto.org wrote: Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake. Am 05.10.2011 19:10, schrieb pete larabell: Indeed, I sent the error log back to the oiio list. :) And, sorry for asking such a noob question, but where can I find build-without-oiio instructions? On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, As mentioned on the OIIO mailing list an error log would help, and it's indeed probably best to solve the build issue there. Also note that it's possible to build without Cycles, so it definitely shouldn't make it impossible to make releases entirely. There will be plenty of time before the 2.61 release to solve this. Brecht. On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com wrote: Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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 -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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] 2.60 release log: looking for the docs!
Hi, I've started the wiki page with the log of all fixes and changes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/changelog_260 Volunteers to help to making this page complete welcome. Thanks, Brecht. On Wed, Oct 5, 2011 at 6:12 PM, Ton Roosendaal t...@blender.org wrote: Hi, To make random searches easier, can people who contributed branches or larger patches mail as reply the urls of last updated logs? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Arabic translation support in the UI script
Hi Yousef , Blender is no longer storing the .pot file in trunk. The reason is that this file changes a lot, and is really easy to rebuild running the scripts in the .po folder. Would it help if I send you the latest blender.pot and the ar.po resulting from that? You would still need to run a .po merge. Maybe we could take the resulting trunk ar.po, clean all the msgstr and then use the merge_po.py scrip. The script was written by Sergey, CC here. @Sergey, is that right? any other suggestions here? By the way, here [1] you can find my new take in the arabic_to_utf script. There are a few changes making it to look more python-like (I got some of your changes there). The result will still differ from your take on it. The reason(s) is: (1) I believe I need to check for both side-connections, not only the start. (2) since your 1st script it seems you didn't check whether the char itself can connect to the left/right (always checking only the next chars). (3) if you don't increase (g) inside the loop for the laaam/l/laaahz/ you will end up processing the following char twice. * I'm not so sure about the (3), but the (1) and (2) reflects the little I understand of the arabic language (reading your code + wikipedia + help from a friend) Regards, Dalai 1- http://dl.dropbox.com/u/3292898/arabic/arabic_to_utf.py 2011/10/4 Yousef Hurfoush ba...@msn.com hi @ Dalai i finished translating the 1st milestone in ar.po (~1000 phrase), and i'd like to update it in the trunk: the problem is that it is based on pot file which was before the new generated ar.po another issue is that this we are re-translating the file from zero, and the one in the trunk is about 5000 fuzzy translated misplaced words so i need an empty .pot template and i can't generate it the old way! can you provide me with an empty ar.po file i could work on? and can i merge my translated file into it without errors here is the new translation: https://sourceforge.net/p/batp/code/44/tree/done/ar.po and a screen shot in blender: https://sourceforge.net/p/batp/screenshot/1st~1000.jpg thanks in advance Yousef Harfoush ___ 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] cache python scripts for re-distribution.
Checked with Nathan Letwory and he's ok for this to be an installations step for the NSIS installer, I've not touched the installer before but looked into its docs and looks like it can execute commands easily, @Martin, you asked about what the python guys think about this - CPython does compile scripts when you do `make install` so I think we could do this too. On Wed, Oct 5, 2011 at 4:46 PM, Campbell Barton ideasma...@gmail.com wrote: it adds 4mb (zipped), thinking about this and its really only a problem for the windows installer, every other type package the user has write access to blender scripts dir. generating the pyc files could be added into the installer script so the download size wont be increased. On Wed, Oct 5, 2011 at 12:10 PM, Martin Poirier the...@yahoo.com wrote: How bigger would it make the release package? What's the stance on distribution cache files from the Python folks? Is this something that will come to bite us in the ass later? Martin From: Campbell Barton ideasma...@gmail.com To: bf-blender developers bf-committers@blender.org Sent: Tuesday, October 4, 2011 8:10:47 PM Subject: [Bf-committers] cache python scripts for re-distribution. At the moment we're not caching scripts for packages we re-distribute on blender.org. For most cases its not all that bad, blender just takes a little longer to startup for the first time + a few ms longer to access lazy loading modules for the first time. Worst case is the user who runs blender hasn't got write permissions to the directories blender is installed in so blender will always have to parse the scripts rather then accessing __pycache__ dirs. Overall I realize this isn't a big deal but its pretty easy to do this so we might as well IMHO. Some quick time checks. Warm Start: * with cache: 0.471s * without cache: 0.945s Cold start: * with cache: 6.372s * without cache: 7.391s I've added a simple script which compiles scripts blender uses, run using this command: blender.bin --background --python source/tools/compile_scripts.py The question is when should this run?, since scons is used for release perhaps this should be part of the packaging process? -- - Campbell ___ 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 -- - Campbell -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] cache python scripts for re-distribution.
Doing it in the installer is a perfectly acceptable solution. As you said, Python does it (as does the installers of some extensions). Martin From: Campbell Barton ideasma...@gmail.com To: bf-blender developers bf-committers@blender.org Sent: Wednesday, October 5, 2011 6:31:29 PM Subject: Re: [Bf-committers] cache python scripts for re-distribution. Checked with Nathan Letwory and he's ok for this to be an installations step for the NSIS installer, I've not touched the installer before but looked into its docs and looks like it can execute commands easily, @Martin, you asked about what the python guys think about this - CPython does compile scripts when you do `make install` so I think we could do this too. On Wed, Oct 5, 2011 at 4:46 PM, Campbell Barton ideasma...@gmail.com wrote: it adds 4mb (zipped), thinking about this and its really only a problem for the windows installer, every other type package the user has write access to blender scripts dir. generating the pyc files could be added into the installer script so the download size wont be increased. On Wed, Oct 5, 2011 at 12:10 PM, Martin Poirier the...@yahoo.com wrote: How bigger would it make the release package? What's the stance on distribution cache files from the Python folks? Is this something that will come to bite us in the ass later? Martin From: Campbell Barton ideasma...@gmail.com To: bf-blender developers bf-committers@blender.org Sent: Tuesday, October 4, 2011 8:10:47 PM Subject: [Bf-committers] cache python scripts for re-distribution. At the moment we're not caching scripts for packages we re-distribute on blender.org. For most cases its not all that bad, blender just takes a little longer to startup for the first time + a few ms longer to access lazy loading modules for the first time. Worst case is the user who runs blender hasn't got write permissions to the directories blender is installed in so blender will always have to parse the scripts rather then accessing __pycache__ dirs. Overall I realize this isn't a big deal but its pretty easy to do this so we might as well IMHO. Some quick time checks. Warm Start: * with cache: 0.471s * without cache: 0.945s Cold start: * with cache: 6.372s * without cache: 7.391s I've added a simple script which compiles scripts blender uses, run using this command: blender.bin --background --python source/tools/compile_scripts.py The question is when should this run?, since scons is used for release perhaps this should be part of the packaging process? -- - Campbell ___ 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 -- - Campbell -- - Campbell ___ 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] cache python scripts for re-distribution.
On Wed, Oct 5, 2011 at 8:40 PM, Martin Poirier the...@yahoo.com wrote: Doing it in the installer is a perfectly acceptable solution. As you said, Python does it (as does the installers of some extensions). Martin Just an FYI... Right now it looks like you're only considering this for Windows based systems which is fine, but it ends up being generalized as part of the build process make sure there's a build flag to disable it. At least on Fedora/Redhat rpmbuild byte-compiles python as part of the package generation process. Thanks, Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] cache python scripts for re-distribution.
It will be part of the windows installer, not the build process. If it's ever part of the build, for sure, it will need a switch. Martin From: Richard Shaw hobbes1...@gmail.com To: Martin Poirier the...@yahoo.com; bf-blender developers bf-committers@blender.org Sent: Wednesday, October 5, 2011 10:02:15 PM Subject: Re: [Bf-committers] cache python scripts for re-distribution. On Wed, Oct 5, 2011 at 8:40 PM, Martin Poirier the...@yahoo.com wrote: Doing it in the installer is a perfectly acceptable solution. As you said, Python does it (as does the installers of some extensions). Martin Just an FYI... Right now it looks like you're only considering this for Windows based systems which is fine, but it ends up being generalized as part of the build process make sure there's a build flag to disable it. At least on Fedora/Redhat rpmbuild byte-compiles python as part of the package generation process. Thanks, Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] cache python scripts for re-distribution.
Richard, its not that we focus on windows only - just that for *nix packagers this is trivial since we can assume the right version of python installed (unlike windows where we bundle python libs but no exe). for the pacman file see ./build_files/package_spec/pacman/PKGBUILD we have this. python -m compileall \ $pkgdir/usr/share/blender/$blender_version/scripts/startup \ $pkgdir/usr/share/blender/$blender_version/scripts/modules \ $pkgdir/usr/share/blender/$blender_version/scripts/addons It does bloat the packages a bit, but since Python do this I'm guessing its accepted. On Thu, Oct 6, 2011 at 1:32 PM, Martin Poirier the...@yahoo.com wrote: It will be part of the windows installer, not the build process. If it's ever part of the build, for sure, it will need a switch. Martin From: Richard Shaw hobbes1...@gmail.com To: Martin Poirier the...@yahoo.com; bf-blender developers bf-committers@blender.org Sent: Wednesday, October 5, 2011 10:02:15 PM Subject: Re: [Bf-committers] cache python scripts for re-distribution. On Wed, Oct 5, 2011 at 8:40 PM, Martin Poirier the...@yahoo.com wrote: Doing it in the installer is a perfectly acceptable solution. As you said, Python does it (as does the installers of some extensions). Martin Just an FYI... Right now it looks like you're only considering this for Windows based systems which is fine, but it ends up being generalized as part of the build process make sure there's a build flag to disable it. At least on Fedora/Redhat rpmbuild byte-compiles python as part of the package generation process. Thanks, Richard ___ 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