Re: [Bf-committers] Collecting fixes for 2.66a release.

2013-03-02 Thread Thomas Dinges
Hi,
Commit 54754 is mine. But good to see it included ;)

Thomas

Am 02.03.2013 05:42, schrieb Campbell Barton:
 Hi I went over commits since release and make a suggested list of
 changes to be included in 2.66a.

 There are some areas I'm unsure of:
 * Mougri's BGE animation fixes (mixed in a bit with refactoring).
 * Aligorith made some animation fixes after fairly large commits to
 animation code.
 * Sergof's Bullet/Physics are mixed with features and fixes. need
 feedback which are safe for release.
 * Cessen made changes/fixes to Rigify.


 == Revs Checked ==
 Trunk: 54697 --  54965
 Ext:   4315 --  4336


 Arranged by name so authors can check on their own work since last release.

 == Trunk ==
 dfelinto: 54733 54754 54912
 moguri: 54738 54764 54767 54780 54837
 nazgul: 54746 54748 54901 54934 54935 54946 54947 54960
 blendix: 54760 54793 54868 54885 54942 54943 54944 54945 54959 54965
 campbellbarton: 54776 54781 54783 54824 54833 54834 54835 54865 54866
 54875 54877 54878 54879 54882 54883 54899 54900 54903 54907 54917
 54920 54921 54923 54928 54929
 psy-fi: 54788
 ton: 54789 54790 54794 54816 54908 54910 54954 54961
 nicholasbishop: 54827
 gaiaclary: 54856


 == Trunk (MAYBE) ==
 dingto: 54948
 aligorith: 54924 54926 54927
 sergof: 54757 54799 54822 54855 54862
 alexk: 54761
 moguri: 54769 54772
 gaiaclary: 54888
 mont29: 54891
 nazgul: 54904 54937


 === Ext ==
 campbellbarton: 4320 4325 4327
 cessen: 4321 4334 4335


 - Campbell
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-- 
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Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] Collecting fixes for 2.66a release.

2013-03-02 Thread Dalai Felinto
Hi Campbell,

Due to some bad timing, most of the intensive testing we were planning for
2.66 ended been done after 2.66 was out. That's not ideal, but I prefer
taking changes of having animation or multi uv system not working, than the
certainty of they not working (as it is in 2.66 now). So those are my
suggestions (on top of yours):

==Trunk==
54745, 54757, 54759, 54766, 54769, 54772, 54777, 54828, 54922
+ patch from #34428

==Trunk(MAYBE)==:
54806, 54813, 54814, 54815


The explanations:
=
dfelinto:
54745 (alpha for other OSs - it works for OSX, this patch make it work for
others) + [ gaiaclary: 54747 (buidfix) ]
((maybe that's the one you mistyped as 54754?))
54922 (rst update)

moguri:
54772 (definitively - no brainer)
54766 (animation fix)
54769 (animation fix part 2)
54777 (material anim port) - may be a MAYBE, but I think it's a safe and
needed one.
54828 (harmless, removing excessive warning from console)

patch on #34428  (to be committed asap by Mitchell)
http://projects.blender.org/tracker/index.php?func=detailaid=34428group_id=9atid=306
[final fix for the multi-uv problems. I've been testing it and it's good.
But I'm waiting for Mitchell to commit it]

sergof:
54757 (that fix a segfault iirc)

alexku:
54759 (fix for windows size on windows)

MAYBE:
(I'm not in X11, so I didn't try it, but it does seem as an important, no?)
campbell:
54806 (fix for fullscreen on X11 - BGE)
psy-fi:
54813: (same/complement of 54806)
54814: (same/complement of 54806)
54815: (same/complement of 54806)

--
Dalai



blendernetwork.org/member/dalai-felinto
www.dalaifelinto.com


2013/3/1 Campbell Barton ideasma...@gmail.com

 Hi I went over commits since release and make a suggested list of
 changes to be included in 2.66a.

 There are some areas I'm unsure of:
 * Mougri's BGE animation fixes (mixed in a bit with refactoring).
 * Aligorith made some animation fixes after fairly large commits to
 animation code.
 * Sergof's Bullet/Physics are mixed with features and fixes. need
 feedback which are safe for release.
 * Cessen made changes/fixes to Rigify.


 == Revs Checked ==
 Trunk: 54697 --  54965
 Ext:   4315 --  4336


 Arranged by name so authors can check on their own work since last release.

 == Trunk ==
 dfelinto: 54733 54754 54912
 moguri: 54738 54764 54767 54780 54837
 nazgul: 54746 54748 54901 54934 54935 54946 54947 54960
 blendix: 54760 54793 54868 54885 54942 54943 54944 54945 54959 54965
 campbellbarton: 54776 54781 54783 54824 54833 54834 54835 54865 54866
 54875 54877 54878 54879 54882 54883 54899 54900 54903 54907 54917
 54920 54921 54923 54928 54929
 psy-fi: 54788
 ton: 54789 54790 54794 54816 54908 54910 54954 54961
 nicholasbishop: 54827
 gaiaclary: 54856


 == Trunk (MAYBE) ==
 dingto: 54948
 aligorith: 54924 54926 54927
 sergof: 54757 54799 54822 54855 54862
 alexk: 54761
 moguri: 54769 54772
 gaiaclary: 54888
 mont29: 54891
 nazgul: 54904 54937


 === Ext ==
 campbellbarton: 4320 4325 4327
 cessen: 4321 4334 4335


 - Campbell
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Re: [Bf-committers] Collecting fixes for 2.66a release.

2013-03-02 Thread Morten Mikkelsen
Sergey did a fix such that the dilated region outside a displacement map
isn't very dark.
Without it you get really bad filtering seams. Perhaps sergey can chime in?

Cheers,

Morten.





On Sat, Mar 2, 2013 at 2:47 AM, Dalai Felinto dfeli...@gmail.com wrote:

 Hi Campbell,

 Due to some bad timing, most of the intensive testing we were planning for
 2.66 ended been done after 2.66 was out. That's not ideal, but I prefer
 taking changes of having animation or multi uv system not working, than the
 certainty of they not working (as it is in 2.66 now). So those are my
 suggestions (on top of yours):

 ==Trunk==
 54745, 54757, 54759, 54766, 54769, 54772, 54777, 54828, 54922
 + patch from #34428

 ==Trunk(MAYBE)==:
 54806, 54813, 54814, 54815


 The explanations:
 =
 dfelinto:
 54745 (alpha for other OSs - it works for OSX, this patch make it work for
 others) + [ gaiaclary: 54747 (buidfix) ]
 ((maybe that's the one you mistyped as 54754?))
 54922 (rst update)

 moguri:
 54772 (definitively - no brainer)
 54766 (animation fix)
 54769 (animation fix part 2)
 54777 (material anim port) - may be a MAYBE, but I think it's a safe and
 needed one.
 54828 (harmless, removing excessive warning from console)

 patch on #34428  (to be committed asap by Mitchell)

 http://projects.blender.org/tracker/index.php?func=detailaid=34428group_id=9atid=306
 [final fix for the multi-uv problems. I've been testing it and it's good.
 But I'm waiting for Mitchell to commit it]

 sergof:
 54757 (that fix a segfault iirc)

 alexku:
 54759 (fix for windows size on windows)

 MAYBE:
 (I'm not in X11, so I didn't try it, but it does seem as an important, no?)
 campbell:
 54806 (fix for fullscreen on X11 - BGE)
 psy-fi:
 54813: (same/complement of 54806)
 54814: (same/complement of 54806)
 54815: (same/complement of 54806)

 --
 Dalai



 blendernetwork.org/member/dalai-felinto
 www.dalaifelinto.com


 2013/3/1 Campbell Barton ideasma...@gmail.com

  Hi I went over commits since release and make a suggested list of
  changes to be included in 2.66a.
 
  There are some areas I'm unsure of:
  * Mougri's BGE animation fixes (mixed in a bit with refactoring).
  * Aligorith made some animation fixes after fairly large commits to
  animation code.
  * Sergof's Bullet/Physics are mixed with features and fixes. need
  feedback which are safe for release.
  * Cessen made changes/fixes to Rigify.
 
 
  == Revs Checked ==
  Trunk: 54697 --  54965
  Ext:   4315 --  4336
 
 
  Arranged by name so authors can check on their own work since last
 release.
 
  == Trunk ==
  dfelinto: 54733 54754 54912
  moguri: 54738 54764 54767 54780 54837
  nazgul: 54746 54748 54901 54934 54935 54946 54947 54960
  blendix: 54760 54793 54868 54885 54942 54943 54944 54945 54959 54965
  campbellbarton: 54776 54781 54783 54824 54833 54834 54835 54865 54866
  54875 54877 54878 54879 54882 54883 54899 54900 54903 54907 54917
  54920 54921 54923 54928 54929
  psy-fi: 54788
  ton: 54789 54790 54794 54816 54908 54910 54954 54961
  nicholasbishop: 54827
  gaiaclary: 54856
 
 
  == Trunk (MAYBE) ==
  dingto: 54948
  aligorith: 54924 54926 54927
  sergof: 54757 54799 54822 54855 54862
  alexk: 54761
  moguri: 54769 54772
  gaiaclary: 54888
  mont29: 54891
  nazgul: 54904 54937
 
 
  === Ext ==
  campbellbarton: 4320 4325 4327
  cessen: 4321 4334 4335
 
 
  - Campbell
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Re: [Bf-committers] proposal for better integration of addon functionality

2013-03-02 Thread Gaia
On 26.02.2013 15:44, CoDEmanX wrote:
 The addon's name could be added to the tooltip, but screencasts wouldn't
 benefit then...
Adding the Addon Name to the tooltips sounds good.
 for video tutorials it would make sense to indicate
 whether users need an addon or if need just the built-in functions

 append_after(bpy.ops.*) looks ok, but shouldn't it rather be
 append_after(mesh.foobar) ?
yes, good.

 And what to call the other function? prepend_before (I dislike)?

maybe: name add_after() and add_before()

 One problem is still not covered: what if someone uses an addon with
 older blender, addon works but the given op / op name of a built-in
 function doesn't exist in that version?

Isn't that a general problem ? We face this sort of issues a lot.
Blender developers told me they mostly just provide the addon per release.
So in that case there should be no problems.

And when an addon shall span over multiple blender versions,
a lot of extra work needs to be done anyways (potentially) .

 Am 26.02.2013 14:04, schrieb Gaia:
 Basically to help users to understand what comes from Blender
 and what has been added from outside. Especially the first part
 of my proposal about getting the ability to add menu entries
 inbetween the standard entries might make it convenient to
 know that this is from blender, and that is from an addon.

 Well it may be useful to distinguish between system addons
 which are distributed along with blender (and can be considered
 as part of blender), and the rest of the world.

 And ok, so lets make it a system option mark addon elements in
 user preferences. then a screencaster can enable that to give visual
 hints to the users. and users can decide to not care and disable the
 visual mark...

 On 26.02.2013 13:36, Bart Crouch wrote:
 On Tue, Feb 26, 2013 at 10:41 AM, Gaia gaia.cl...@machinimatrix.org wrote:

 Currently you can not tell if a button or a panel has been added by an
 addon.

 Could you perhaps explain why it would be desired to make a visual
 distinction between add-ons and built-in functionality?
 From a user-perspective I don't think it is very interesting to know
 whether a tool was written in Python or in C. And from a
 developers-perspective, I like the integration I can get when writing an
 add-on.
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Re: [Bf-committers] Collecting fixes for 2.66a release.

2013-03-02 Thread Mitchell Stokes
The multi-uv fix patch that Dalai mentioned has been committed as r54972,
and it fixes three of our bug reports.

Cheers,
Mitchell

On Sat, Mar 2, 2013 at 6:48 AM, Morten Mikkelsen mikkels...@gmail.comwrote:

 Sergey did a fix such that the dilated region outside a displacement map
 isn't very dark.
 Without it you get really bad filtering seams. Perhaps sergey can chime in?

 Cheers,

 Morten.





 On Sat, Mar 2, 2013 at 2:47 AM, Dalai Felinto dfeli...@gmail.com wrote:

  Hi Campbell,
 
  Due to some bad timing, most of the intensive testing we were planning
 for
  2.66 ended been done after 2.66 was out. That's not ideal, but I prefer
  taking changes of having animation or multi uv system not working, than
 the
  certainty of they not working (as it is in 2.66 now). So those are my
  suggestions (on top of yours):
 
  ==Trunk==
  54745, 54757, 54759, 54766, 54769, 54772, 54777, 54828, 54922
  + patch from #34428
 
  ==Trunk(MAYBE)==:
  54806, 54813, 54814, 54815
 
 
  The explanations:
  =
  dfelinto:
  54745 (alpha for other OSs - it works for OSX, this patch make it work
 for
  others) + [ gaiaclary: 54747 (buidfix) ]
  ((maybe that's the one you mistyped as 54754?))
  54922 (rst update)
 
  moguri:
  54772 (definitively - no brainer)
  54766 (animation fix)
  54769 (animation fix part 2)
  54777 (material anim port) - may be a MAYBE, but I think it's a safe and
  needed one.
  54828 (harmless, removing excessive warning from console)
 
  patch on #34428  (to be committed asap by Mitchell)
 
 
 http://projects.blender.org/tracker/index.php?func=detailaid=34428group_id=9atid=306
  [final fix for the multi-uv problems. I've been testing it and it's good.
  But I'm waiting for Mitchell to commit it]
 
  sergof:
  54757 (that fix a segfault iirc)
 
  alexku:
  54759 (fix for windows size on windows)
 
  MAYBE:
  (I'm not in X11, so I didn't try it, but it does seem as an important,
 no?)
  campbell:
  54806 (fix for fullscreen on X11 - BGE)
  psy-fi:
  54813: (same/complement of 54806)
  54814: (same/complement of 54806)
  54815: (same/complement of 54806)
 
  --
  Dalai
 
 
 
  blendernetwork.org/member/dalai-felinto
  www.dalaifelinto.com
 
 
  2013/3/1 Campbell Barton ideasma...@gmail.com
 
   Hi I went over commits since release and make a suggested list of
   changes to be included in 2.66a.
  
   There are some areas I'm unsure of:
   * Mougri's BGE animation fixes (mixed in a bit with refactoring).
   * Aligorith made some animation fixes after fairly large commits to
   animation code.
   * Sergof's Bullet/Physics are mixed with features and fixes. need
   feedback which are safe for release.
   * Cessen made changes/fixes to Rigify.
  
  
   == Revs Checked ==
   Trunk: 54697 --  54965
   Ext:   4315 --  4336
  
  
   Arranged by name so authors can check on their own work since last
  release.
  
   == Trunk ==
   dfelinto: 54733 54754 54912
   moguri: 54738 54764 54767 54780 54837
   nazgul: 54746 54748 54901 54934 54935 54946 54947 54960
   blendix: 54760 54793 54868 54885 54942 54943 54944 54945 54959 54965
   campbellbarton: 54776 54781 54783 54824 54833 54834 54835 54865 54866
   54875 54877 54878 54879 54882 54883 54899 54900 54903 54907 54917
   54920 54921 54923 54928 54929
   psy-fi: 54788
   ton: 54789 54790 54794 54816 54908 54910 54954 54961
   nicholasbishop: 54827
   gaiaclary: 54856
  
  
   == Trunk (MAYBE) ==
   dingto: 54948
   aligorith: 54924 54926 54927
   sergof: 54757 54799 54822 54855 54862
   alexk: 54761
   moguri: 54769 54772
   gaiaclary: 54888
   mont29: 54891
   nazgul: 54904 54937
  
  
   === Ext ==
   campbellbarton: 4320 4325 4327
   cessen: 4321 4334 4335
  
  
   - Campbell
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[Bf-committers] Build Error: collada_utils.cpp

2013-03-02 Thread Harley Acheson
Hello,

Since commit #54970 I'm having a compilation error (scons msvs9)
with collada_utils.cpp:

collada_utils.cpp(59) : fatal error C1083:
  Cannot open include file: 'bmesh.h': No such file or directory


Cheers, Harley
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Re: [Bf-committers] Build Error: collada_utils.cpp

2013-03-02 Thread Gaia
Apologize for that. I use cmake and i forgot to maintain the  SConscript.
I hope its fixed by now (revision 54976)

cheers,
Gaia

On 02.03.2013 19:55, Harley Acheson wrote:
 Hello,

 Since commit #54970 I'm having a compilation error (scons msvs9)
 with collada_utils.cpp:

 collada_utils.cpp(59) : fatal error C1083:
Cannot open include file: 'bmesh.h': No such file or directory


 Cheers, Harley
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[Bf-committers] Reset to Defaults Updated Sample Patch

2013-03-02 Thread Harley Acheson
Hello,

I've noticed that Reset to Default Values has not been removed.

To help in evaluating whether that feature is useful I have made a new
patch against the current state of SVN (54976).  This one adds default
values to almost all the items found only on the Scene panel of the
Properties editor.  I have only done that one panel because of the time
involved.  I am hoping that you can try it and wade in on whether this is
useful.

So please try the following patch:
http://projects.blender.org/tracker/download.php/9/127/32894/24303/DefaultsAsDefinesScene.diff

Once installed you should be able to right-click on almost anything on that
panel and reset to default values including render dimensions, frame range,
etc.  It is especially nice on the layers region because it would not be
too obvious to many people which 6 of the 9 layers are included by default,
or which 2 of the 18 passes are enabled by default.

Cheers, Harley
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[Bf-committers] Render resolution question

2013-03-02 Thread patrick boelens

Hello,

In working on some sprites I often find the need to change cameras and render 
dimensions. I figured I'd make a small change in the source to give cameras the 
option of using their own render dimensions for rendering instead. So far I 
have added the resolution properties and a flag entry 'CAM_USELOCALRES' to the 
camera. However, I can't figure out where I would need to switch between using 
the scene.render dimensions or the active camera's ones. For my purposes it is 
enough to have it switch when I'm in camera view (so that the view frame shows 
accordingly) and when rendering (no need for changes in OpenGL rendering, BGE, 
etc.). Ideally there would be one or two places where I could do something 
along the lines of:

if(scene.camera.flag  CAM_USELOCALRES){dimension_x = scene.camera.resX}
else{dimension_x = scene.r.xsch} //at least I think xsch is the one here?

Any help on this would be much appreciated.

Cheers,
Patrick
  
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[Bf-committers] please help with BLI_STATIC_ASSERT build failure on linux

2013-03-02 Thread Gaia
Hi;

Today i have added some bmesh code to the collada exporter.
This annoyingly produced compile errors on linux and i
apologize for that.However there was a bit of researching
in the blendercoders IRC to find out why that issue occurs,
but no solution was found. So i commentedout my change for now.

Please can someone tell what causes this problem on linux
when you use gcc-4.6.3 ? Actually you only need to uncomment
the include statement in line 60 of collada_utils.cpp then
the build no longer works. The error on linux is something
like:

In file included from source/blender/bmesh/bmesh.h:248:0,
 from source/blender/collada/collada_utils.cpp:59:
 source/blender/bmesh/bmesh_class.h:85:1:
error: expected constructor, destructor,
or type conversion before »(« token

On windows this problem does not show up. That's also why i
was not at all aware of it. Below you find the breaking patch.

Many thanks in advance for any help on this.

cheers
Gaia


Index: source/blender/collada/collada_utils.cpp
===
--- source/blender/collada/collada_utils.cpp(revision 54982)
+++ source/blender/collada/collada_utils.cpp(working copy)
@@ -57,7 +57,7 @@
  #include WM_api.h // XXX hrm, see if we can do without this
  #include WM_types.h

-//#include bmesh.h
+#include bmesh.h

  }

@@ -387,12 +387,10 @@
 bool use_beauty = false;
 bool tag_only   = false;

-/*
 BMesh *bm = BM_mesh_create(bm_mesh_allocsize_default);
 BM_mesh_bm_from_me(bm, me, FALSE, 0);
 BM_mesh_triangulate(bm, use_beauty, tag_only, NULL, NULL);
 BM_mesh_bm_to_me(bm, me, FALSE);
 BM_mesh_free(bm);
-*/

  }



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Re: [Bf-committers] Render resolution question

2013-03-02 Thread Campbell Barton
On Sun, Mar 3, 2013 at 10:55 AM, patrick boelens p_boel...@msn.com wrote:

 Hello,

 In working on some sprites I often find the need to change cameras and render 
 dimensions. I figured I'd make a small change in the source to give cameras 
 the option of using their own render dimensions for rendering instead. So far 
 I have added the resolution properties and a flag entry 'CAM_USELOCALRES' to 
 the camera. However, I can't figure out where I would need to switch between 
 using the scene.render dimensions or the active camera's ones. For my 
 purposes it is enough to have it switch when I'm in camera view (so that the 
 view frame shows accordingly) and when rendering (no need for changes in 
 OpenGL rendering, BGE, etc.). Ideally there would be one or two places where 
 I could do something along the lines of:

 if(scene.camera.flag  CAM_USELOCALRES){dimension_x = scene.camera.resX}
 else{dimension_x = scene.r.xsch} //at least I think xsch is the one here?

 Any help on this would be much appreciated.

 Cheers,
 Patrick

Hi, don't think theres any shortcut to this, search for xsch shows 56
results, even discounting game engine and envmap there are still many
references to this.
Not sure this feature would be accepted, but think the correct way to
do this would be to replace scene.r.xsch with a function call that
takes (scene-r, scene-camera).

If this is only for your own use you could use a
'bpy.app.handlers.render_pre' python callback which sets the render
size from camera properties.
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Re: [Bf-committers] Render resolution question

2013-03-02 Thread patrick boelens

Ah, darn. =( This is indeed for personal use only; I think finding a real, nice 
solution for merging scene and camera properties like this would take quite a 
bit of effort and discussion on what belongs where first.

I thought about using the Py handler, but that would not update the frame from 
Camera View. I could replace the Scene's render dimensions with the Camera's, 
but then I would still need to manually execute an operator every time I select 
a new camera (not a big issue, but still). I guess that's the way I'll go then 
though.

Thanks,
Patrick

 Date: Sun, 3 Mar 2013 12:44:45 +1100
 From: ideasma...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Render resolution question
 
 On Sun, Mar 3, 2013 at 10:55 AM, patrick boelens p_boel...@msn.com wrote:
 
  Hello,
 
  In working on some sprites I often find the need to change cameras and 
  render dimensions. I figured I'd make a small change in the source to give 
  cameras the option of using their own render dimensions for rendering 
  instead. So far I have added the resolution properties and a flag entry 
  'CAM_USELOCALRES' to the camera. However, I can't figure out where I would 
  need to switch between using the scene.render dimensions or the active 
  camera's ones. For my purposes it is enough to have it switch when I'm in 
  camera view (so that the view frame shows accordingly) and when rendering 
  (no need for changes in OpenGL rendering, BGE, etc.). Ideally there would 
  be one or two places where I could do something along the lines of:
 
  if(scene.camera.flag  CAM_USELOCALRES){dimension_x = scene.camera.resX}
  else{dimension_x = scene.r.xsch} //at least I think xsch is the one here?
 
  Any help on this would be much appreciated.
 
  Cheers,
  Patrick
 
 Hi, don't think theres any shortcut to this, search for xsch shows 56
 results, even discounting game engine and envmap there are still many
 references to this.
 Not sure this feature would be accepted, but think the correct way to
 do this would be to replace scene.r.xsch with a function call that
 takes (scene-r, scene-camera).
 
 If this is only for your own use you could use a
 'bpy.app.handlers.render_pre' python callback which sets the render
 size from camera properties.
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Re: [Bf-committers] proposal for better integration of addon functionality

2013-03-02 Thread Campbell Barton
On Sun, Mar 3, 2013 at 4:16 AM, Gaia gaia.cl...@machinimatrix.org wrote:
 On 26.02.2013 15:44, CoDEmanX wrote:
 The addon's name could be added to the tooltip, but screencasts wouldn't
 benefit then...
 Adding the Addon Name to the tooltips sounds good.
 for video tutorials it would make sense to indicate
 whether users need an addon or if need just the built-in functions

 append_after(bpy.ops.*) looks ok, but shouldn't it rather be
 append_after(mesh.foobar) ?
 yes, good.

 And what to call the other function? prepend_before (I dislike)?

 maybe: name add_after() and add_before()

 One problem is still not covered: what if someone uses an addon with
 older blender, addon works but the given op / op name of a built-in
 function doesn't exist in that version?

 Isn't that a general problem ? We face this sort of issues a lot.
 Blender developers told me they mostly just provide the addon per release.
 So in that case there should be no problems.

 And when an addon shall span over multiple blender versions,
 a lot of extra work needs to be done anyways (potentially) .

 Am 26.02.2013 14:04, schrieb Gaia:
 Basically to help users to understand what comes from Blender
 and what has been added from outside. Especially the first part
 of my proposal about getting the ability to add menu entries
 inbetween the standard entries might make it convenient to
 know that this is from blender, and that is from an addon.

 Well it may be useful to distinguish between system addons
 which are distributed along with blender (and can be considered
 as part of blender), and the rest of the world.

 And ok, so lets make it a system option mark addon elements in
 user preferences. then a screencaster can enable that to give visual
 hints to the users. and users can decide to not care and disable the
 visual mark...

 On 26.02.2013 13:36, Bart Crouch wrote:
 On Tue, Feb 26, 2013 at 10:41 AM, Gaia gaia.cl...@machinimatrix.org 
 wrote:

 Currently you can not tell if a button or a panel has been added by an
 addon.

 Could you perhaps explain why it would be desired to make a visual
 distinction between add-ons and built-in functionality?
 From a user-perspective I don't think it is very interesting to know
 whether a tool was written in Python or in C. And from a
 developers-perspective, I like the integration I can get when writing an
 add-on.

Not sure its really needed to identify addons as being different to
built-in functionality.

As for adding items in the middle of a menu, this can be done already,
but the menu its self needs to be modified.

so rather then...
bpy.types.SOME_MT_menu.append(draw_func)

you could do...
bpy.types.SOME_MT_menu.my_section.append(draw_func)

Where `my_section` is simply a list defined in the class which the
menu draw function calls.
The main problem with this is we need to add these sections in blender
releases, so addon devs can't just insert themselves into the middle
of any menu.

Its possible to do python tricks with intercepting the class  draw
function to insert your own logic, but these are so horrible I
wouldn't recommend them.

-- 
- Campbell
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[Bf-committers] Linking error with libge on Windows

2013-03-02 Thread Kursad Karatas
Hi

I am getting a compiling problem with the latest svn #54983, something 
todo with the GE code. For example

\source\gameengine\Ketsji\KX_KetsjiEngine.cpp:389:52: warning: 'scene' 
may be used uninitialized in this function [-Wuninitialized]
Linking CXX static library ..\..\..\lib\libge_logic_ketsji.a
[ 50%] Built target ge_logic_ketsji
mingw32-make: *** [all] Error 2

http://www.pasteall.org/40166


thanks

k

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Re: [Bf-committers] Linking error with libge on Windows

2013-03-02 Thread Mitchell Stokes
Strange, I'm not seeing an actual error in that log output. Warnings
usually don't stop a compile, and that particular warning (unused scene in
dome code) has been around for a long time.

--Mitchell

On Sat, Mar 2, 2013 at 6:34 PM, Kursad Karatas gonder...@plecxus.comwrote:

 Hi

 I am getting a compiling problem with the latest svn #54983, something
 todo with the GE code. For example

 \source\gameengine\Ketsji\KX_KetsjiEngine.cpp:389:52: warning: 'scene'
 may be used uninitialized in this function [-Wuninitialized]
 Linking CXX static library ..\..\..\lib\libge_logic_ketsji.a
 [ 50%] Built target ge_logic_ketsji
 mingw32-make: *** [all] Error 2

 http://www.pasteall.org/40166


 thanks

 k

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Re: [Bf-committers] Linking error with libge on Windows

2013-03-02 Thread kk
On 03/02/2013 11:14 PM, Mitchell Stokes wrote:
 Strange, I'm not seeing an actual error in that log output. Warnings 
 usually don't stop a compile, and that particular warning 
 (unused scene in dome code) has been around for a long time.

 --Mitchell

Mitchell, thanks for the reply.

I will see if this is a local issue. This is a regular vanilla build 
that normally builds fine, that is why in thought I would report it first.

thanks

k

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Re: [Bf-committers] Collecting fixes for 2.66a release.

2013-03-02 Thread Joshua Leung
Hi Campbell,

 aligorith: 54924 54926 54927

I think it's best if we held off including these for 2.66a. There's still a
bit of polish needed for a few edge cases.


On Sun, Mar 3, 2013 at 7:13 PM, Sergej Reich sergej.re...@googlemail.comwrote:

 Hi Campbell

  sergof: 54757 54799 54822 54855 54862

 I'd like to have them all included as well as 54818, 54990 and 54991.

 Am Samstag, den 02.03.2013, 15:42 +1100 schrieb Campbell Barton:
  Hi I went over commits since release and make a suggested list of
  changes to be included in 2.66a.
 
  There are some areas I'm unsure of:
  * Mougri's BGE animation fixes (mixed in a bit with refactoring).
  * Aligorith made some animation fixes after fairly large commits to
  animation code.
  * Sergof's Bullet/Physics are mixed with features and fixes. need
  feedback which are safe for release.
  * Cessen made changes/fixes to Rigify.
 
 
  == Revs Checked ==
  Trunk: 54697 --  54965
  Ext:   4315 --  4336
 
 
  Arranged by name so authors can check on their own work since last
 release.
 
  == Trunk ==
  dfelinto: 54733 54754 54912
  moguri: 54738 54764 54767 54780 54837
  nazgul: 54746 54748 54901 54934 54935 54946 54947 54960
  blendix: 54760 54793 54868 54885 54942 54943 54944 54945 54959 54965
  campbellbarton: 54776 54781 54783 54824 54833 54834 54835 54865 54866
  54875 54877 54878 54879 54882 54883 54899 54900 54903 54907 54917
  54920 54921 54923 54928 54929
  psy-fi: 54788
  ton: 54789 54790 54794 54816 54908 54910 54954 54961
  nicholasbishop: 54827
  gaiaclary: 54856
 
 
  == Trunk (MAYBE) ==
  dingto: 54948
  aligorith: 54924 54926 54927
  sergof: 54757 54799 54822 54855 54862
  alexk: 54761
  moguri: 54769 54772
  gaiaclary: 54888
  mont29: 54891
  nazgul: 54904 54937
 
 
  === Ext ==
  campbellbarton: 4320 4325 4327
  cessen: 4321 4334 4335
 
 
  - Campbell
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