Re: [Bf-committers] Blender developer weekly meeting notes - May 26, 2013
- Campbell Barton made an initial list of fixes of he likes to see included in an update: http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix Maybe now is the good moment to ask for including some of my commits to addons? I made some changes to node_efficiency_tools.py and most of them fix bugs, so maybe it would be good to have them included. Here's the list of commits: 4514, 4515, 4534, 4537, 4538 and 4541 Thank you in advice. Bartek Skorupa www.bartekskorupa.com On 26 maj 2013, at 17:39, Ton Roosendaal t...@blender.org wrote: Hi all, Here are the notes for the weekly developer meeting in irc.freenode.net #blendercoders 1) Blender 2.67a review - Right after the 2.67a a couple of bugs were reported and fixed... especially features that worked in 2.66 before should be in a release. Proposal is to ask the release team to make a new build this week. - Campbell Barton made an initial list of fixes of he likes to see included in an update: http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix - We'll review the list in irc and on this list. These will go in the svn release branch, so we can update a bugfix-2.67 simply. - Tuesday an ahoy is expected for it. - Meeting spent some time on a review why this happened, it's mix of bad luck, and too much maintenance work in BCon3/4 periods. In general, keeping a 'stable' branch around and update as frequently as possible is never bad. 2) 2.68 targets - Dalai Felinto makes great progress on stereoscopic rendering/compositing and viewing. https://github.com/dfelinto/blender/tree/multiview It's unsure still if this will be ready for 2.68. Code review will start a.s.a.p. - Bastien Montagne is almost done with Linux OpenEXR 2.0 install-deps script. - Release target list has been updated, We now move to BCon2: http://wiki.blender.org/index.php/Dev:Doc/Projects#2.6x_release_cycle 3) Other projects - Campbell and Sergey Sharybin (and others) are testing converting svn history to git. There's also tests going on with Phabricator. A more formal proposal for git migration is coming, a feasible target for migration is October this year. - Sergey: The Tomato branch has a WIP feature, mask tracking! http://download.blender.org/ftp/incoming/mask_tracking_test.avi This is not a release target yet, get the tomato branch for testing. - Leap Motion device seed has started, we wait a bit for it to arrive everywhere. There's a developer from Leap who already added support for the BGE, he will be connecting with us soonish. 4) Google Summer of Code - Tomorrow 19 UTC Google will announce the official results. Shortly after the http://code.blender.org blog will introduce the students and their projects. -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer 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] [LIBMV] Removal of unreachable code and unneeded files
This is a bit more complicated -- we need to make it so re-bundling libmv from git branch will preserve such changes. I'll look into it soon. On Sun, May 26, 2013 at 11:30 PM, Jürgen Herrmann shadow...@me.com wrote: Hi there, as Keir Mierle wrote here: http://lists.blender.org/pipermail/bf-committers/2013-May/040223.html http://lists.blender.org/pipermail/bf-committers/2013-May/040223.html there are some unused trackers in extern libmv. So I had a look at this and found that there is unreachable code in esm_region_tracker.cc I #if 0 ‘ed it out. That fixed the first Internal compiler error ;) The lmicklt_region_tracker.cc couldn’t be fixed that simple but I found absolutely no reason not to remove it completely. It is not used anywhere inside Blender as far as I can tell. I would like to commit this patch, if ok: http://www.pasteall.org/42566 Thanks, /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer weekly meeting notes - May 26, 2013
… Of course I wanted to thank you IN ADVANCE, not in advice :-) Bartek Skorupa www.bartekskorupa.com On 27 maj 2013, at 10:44, Bartek Skorupa (priv) bartekskor...@bartekskorupa.com wrote: - Campbell Barton made an initial list of fixes of he likes to see included in an update: http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix Maybe now is the good moment to ask for including some of my commits to addons? I made some changes to node_efficiency_tools.py and most of them fix bugs, so maybe it would be good to have them included. Here's the list of commits: 4514, 4515, 4534, 4537, 4538 and 4541 Thank you in advice. Bartek Skorupa www.bartekskorupa.com On 26 maj 2013, at 17:39, Ton Roosendaal t...@blender.org wrote: Hi all, Here are the notes for the weekly developer meeting in irc.freenode.net #blendercoders 1) Blender 2.67a review - Right after the 2.67a a couple of bugs were reported and fixed... especially features that worked in 2.66 before should be in a release. Proposal is to ask the release team to make a new build this week. - Campbell Barton made an initial list of fixes of he likes to see included in an update: http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix - We'll review the list in irc and on this list. These will go in the svn release branch, so we can update a bugfix-2.67 simply. - Tuesday an ahoy is expected for it. - Meeting spent some time on a review why this happened, it's mix of bad luck, and too much maintenance work in BCon3/4 periods. In general, keeping a 'stable' branch around and update as frequently as possible is never bad. 2) 2.68 targets - Dalai Felinto makes great progress on stereoscopic rendering/compositing and viewing. https://github.com/dfelinto/blender/tree/multiview It's unsure still if this will be ready for 2.68. Code review will start a.s.a.p. - Bastien Montagne is almost done with Linux OpenEXR 2.0 install-deps script. - Release target list has been updated, We now move to BCon2: http://wiki.blender.org/index.php/Dev:Doc/Projects#2.6x_release_cycle 3) Other projects - Campbell and Sergey Sharybin (and others) are testing converting svn history to git. There's also tests going on with Phabricator. A more formal proposal for git migration is coming, a feasible target for migration is October this year. - Sergey: The Tomato branch has a WIP feature, mask tracking! http://download.blender.org/ftp/incoming/mask_tracking_test.avi This is not a release target yet, get the tomato branch for testing. - Leap Motion device seed has started, we wait a bit for it to arrive everywhere. There's a developer from Leap who already added support for the BGE, he will be connecting with us soonish. 4) Google Summer of Code - Tomorrow 19 UTC Google will announce the official results. Shortly after the http://code.blender.org blog will introduce the students and their projects. -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Restoring 2.49 Feature: Groups in Add menu
Probably the place would be release/scripts/startup/bl_operators/object.py or a new group.py. However there is already a Group Instance item in the Add menu? So I guess this is about the feature of adding groups from other libraries directly form the menu. This was part of a bigger change that also added library linking functionality to the outliner. Probably that could be implemented as a python addon, but for best integration that's really a bigger feature that needs to be implemented in C. On Mon, May 27, 2013 at 5:13 AM, W. Nelson indigitalsp...@yahoo.com wrote: Feedback is requested on restoring the 2.49 feature of Groups in the Add menu. It has been suggested that this feature can be implemented solely in bpy without altering the C code. From a coding standpoint, does anyone have any suggestions or devs have a preference on where to add the bpy code? There was not a clear place in the existing scripts folder to put this type of code. It seemed like all the items in the Add menu in scriptsstartupbl_uispace_info.py were referencing existing operators in the C code. So are there any suggestions on where to add the code that will populate the menu from the groups and links operators? Thanks! JTa Thread link: http://www.blenderartists.org/forum/showthread.php?293583-Restoring-2-49-Feature-Groups-in-Add-menu ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57023] trunk/blender/source/blender/ editors/space_view3d/drawobject.c: Simple usability fix:
On Sun, May 26, 2013 at 8:11 PM, Campbell Barton ideasma...@gmail.com wrote: On Sun, May 26, 2013 at 7:01 PM, Ton Roosendaal t...@blender.org wrote: Hi, For me it shows in both in wire as in solid quite clear, just a bit subtle. The main thing is to have a clear difference between active+selection. Some variations here are easily possible. The theme color currently is only used for active + not selected. Here's what I see in default theme. Solid: http://www.pasteall.org/pic/52152 Wire: http://www.pasteall.org/pic/52153 The stippling is also a bit ugly, could be looked at ditching it in favour of blending color like for other transparent selected overlay faces. -Ton- Thats strange, it looks like this for me (with factory settings) http://www.graphicall.org/ftp/ideasman42/theme_color_r57023.png The reason for using stippling is so when you're texturing, the colors of the object you texture are not confused with the color of the active face. You probably remember 2.3x used to have a colored outline for the actuve face. Maybe stipple could be used only in 'Texture' viewport shading. Follow up mail, r57049, now it draws as before, but unselected-active no longer draws stippled active overlay. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Python API breakage - squeaking wheels
I suspect I'm one of the people Ton is mentioning so I'll say a quick word here. These days at least for me, trying to work on an addon is frustrating and demotivating, and the number one cause of it is API instability. Maybe this is just something personal to my situation because I don't have a lot of time for this sort of thing these days but for the last several months the pattern has been something like: ah I have some time on a Sunday afternoon, why not do a few improvements and make some more progress on the addon. So I update blender, and spend all the time I have available testing and hunting through commit logs and googling just trying to make the damn thing work again, without doing any creative/productive work of my own. Next time around, it's the same pattern over and over again. So these days there's little motivation to spend my free time finishing off the remaining last round of fixes, let alone updating to fix the next. It seems somehow acceptable now that scripts have to be updated every few months, because as long as people change addons that are included in SVN then there's no problem, right? Too bad if you don't want to work that way, or have custom/proprietary tools. To answer what kind of changes cause problems, *every* change is a potential breakage and can make the difference in the eyes of a user between an addon that works and an addon that doesn't. As I've mentioned in the past, imo theres much too low a priority given to api stability. Looking at those pages previously linked (better publicity for this would probably help), there's all kinds of minor renaming that all will break a script that is using it. Having consistent names for properties can be a nice hint as an aid to API users but constantly renaming things erases all minor benefits and just makes life difficult. I was also pretty astounded previously to have to update all of the template list calls, an absolutely fundamental ui function, which apparently could not have been implemented as a separate function or optional arguments? These sorts of changes would never happen in any other app I use with a scripting API. In specific one thing that I now have to fix is a bizarre error that's never happened before, has cropped up in the last couple of months and doesn't seem to show up in other examples included in blender, like ArmatureButtonsPanel. [1] Anyway, I know this could sound quite self centred. It's really not meant to be, just a description of what a constantly changing API means to someone in my position. If more time and effort is necessary to effectively use blender's python API then I'm probably just not able to devote in the requisite amount of time and energy, and I can accept that, and probably won't much more. It's disappointing though. Hope that provided some of the background you were looking for. cheers Matt [1] https://github.com/mattebb/3delightblender/blob/master/ui.py bpy.utils.register_module(): failed to registering class class '3delightblender.ui.InlineRibPanel' Traceback (most recent call last): File bin/blender.app/Contents/MacOS/2.67/scripts/modules/bpy/utils.py, line 578, in register_module register_class(cls) AttributeError: expected Panel, InlineRibPanel class to have an draw attribute On Mon, May 27, 2013 at 1:50 AM, Campbell Barton ideasma...@gmail.comwrote: Id like to hear what API changes cause problems. * if its one large change that causes problems for every one using the api (bmesh, pynodes) * if its misc changes in blender which propagate down into the api - (recent premul/alpha changes). * if its from being strict and adding limits like the restricted context, or disallowing data editing during drawing. (things that shouldn't be done anyway). * if its even intentional/known-about - Some end up being side effects of other changes in blender. On Sun, May 26, 2013 at 10:59 PM, Ton Roosendaal t...@blender.org wrote: Hi, Excellent, we do have a API change page :) http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes Should get more prominent linking everywhere! -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 26 May, 2013, at 13:23, Ton Roosendaal wrote: Hi all, This is probably just coincidentally, but just in past few days two quite visible py scripters moaned in public about API breakage, more or less mentioning to give up on it. Communication is really King here. That means for every release, a simple quick to find doc with API changes has to be available (or is there one?). We can also reconfirm the procedures for api changes, to go along our release cycle: - Announce in BCon1 or BCon2. - Add it in BCon2 latest. - Testing, feedback during BCon3 and BCon4. We also have a bf-python mailing
Re: [Bf-committers] Restoring 2.49 Feature: Groups in Add menu
Yes, AddGroup is in addition to the AddGroup Instance item at the bottom of the Add menu and is intended to help manage linked libraries from the Add menu as seen in the reference video. So currently the new AddGroup menu item brings up the same Group Instance menu code in addition to a library custom group place holder. Ideally as discussed with others, the library custom groups from this menu can be organized and nested in composition workflow groups so to say and as in the reference video. These are different groups than actual ctrl-g grouping. These groups, or the presentation of these custom organized groups can therefore be added very quickly while in a scene composition workflow. This is distinctly different than grouping for modeling purposes therefor different in usage than the Group Instance menu item. Yes again, I am looking at the Outliner and how an addon for that would work with the Add menu. Other work is being done on the Outliner so I figured a streamlined Add menu modification with a simple panel to manage the custom nesting would be a good start and then eventually working it to play nice with the other goals for the Outliner. This workflow is especially useful in scenes with lots of repetitive object group composition work or large scale scenes such as a landscape or a city greeble. This type of workflow is frequently in production studio type settings. Thanks for the excellent input, JTa From: Brecht Van Lommel brechtvanlom...@pandora.be To: W. Nelson indigitalsp...@yahoo.com; bf-blender developers bf-committers@blender.org Sent: Monday, May 27, 2013 3:54 AM Subject: Re: [Bf-committers] Restoring 2.49 Feature: Groups in Add menu Probably the place would be release/scripts/startup/bl_operators/object.py or a new group.py. However there is already a Group Instance item in the Add menu? So I guess this is about the feature of adding groups from other libraries directly form the menu. This was part of a bigger change that also added library linking functionality to the outliner. Probably that could be implemented as a python addon, but for best integration that's really a bigger feature that needs to be implemented in C. On Mon, May 27, 2013 at 5:13 AM, W. Nelson indigitalsp...@yahoo.com wrote: Feedback is requested on restoring the 2.49 feature of Groups in the Add menu. It has been suggested that this feature can be implemented solely in bpy without altering the C code. From a coding standpoint, does anyone have any suggestions or devs have a preference on where to add the bpy code? There was not a clear place in the existing scripts folder to put this type of code. It seemed like all the items in the Add menu in scriptsstartupbl_uispace_info.py were referencing existing operators in the C code. So are there any suggestions on where to add the code that will populate the menu from the groups and links operators? Thanks! JTa Thread link: http://www.blenderartists.org/forum/showthread.php?293583-Restoring-2-49-Feature-Groups-in-Add-menu ___ 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] Python API breakage - squeaking wheels
On Mon, May 27, 2013 at 11:34 PM, Matt Ebb m...@mke3.net wrote: I suspect I'm one of the people Ton is mentioning so I'll say a quick word here. These days at least for me, trying to work on an addon is frustrating and demotivating, and the number one cause of it is API instability. Maybe this is just something personal to my situation because I don't have a lot of time for this sort of thing these days but for the last several months the pattern has been something like: ah I have some time on a Sunday afternoon, why not do a few improvements and make some more progress on the addon. So I update blender, and spend all the time I have available testing and hunting through commit logs and googling just trying to make the damn thing work again, without doing any creative/productive work of my own. Next time around, it's the same pattern over and over again. So these days there's little motivation to spend my free time finishing off the remaining last round of fixes, let alone updating to fix the next. It seems somehow acceptable now that scripts have to be updated every few months, because as long as people change addons that are included in SVN then there's no problem, right? Too bad if you don't want to work that way, or have custom/proprietary tools. To answer what kind of changes cause problems, *every* change is a potential breakage and can make the difference in the eyes of a user between an addon that works and an addon that doesn't. As I've mentioned in the past, imo theres much too low a priority given to api stability. Looking at those pages previously linked (better publicity for this would probably help), there's all kinds of minor renaming that all will break a script that is using it. Having consistent names for properties can be a nice hint as an aid to API users but constantly renaming things erases all minor benefits and just makes life difficult. I was also pretty astounded previously to have to update all of the template list calls, an absolutely fundamental ui function, which apparently could not have been implemented as a separate function or optional arguments? These sorts of changes would never happen in any other app I use with a scripting API. In specific one thing that I now have to fix is a bizarre error that's never happened before, has cropped up in the last couple of months and doesn't seem to show up in other examples included in blender, like ArmatureButtonsPanel. [1] Anyway, I know this could sound quite self centred. It's really not meant to be, just a description of what a constantly changing API means to someone in my position. If more time and effort is necessary to effectively use blender's python API then I'm probably just not able to devote in the requisite amount of time and energy, and I can accept that, and probably won't much more. It's disappointing though. Hope that provided some of the background you were looking for. cheers Matt [1] https://github.com/mattebb/3delightblender/blob/master/ui.py bpy.utils.register_module(): failed to registering class class '3delightblender.ui.InlineRibPanel' Traceback (most recent call last): File bin/blender.app/Contents/MacOS/2.67/scripts/modules/bpy/utils.py, line 578, in register_module register_class(cls) AttributeError: expected Panel, InlineRibPanel class to have an draw attribute Quick reply about this python exception, the problem here is that you have a mix-in class that gets registered. InlineRibPanel, checked with 2.62 and it has the same behavior (quite sure its been this way for over a year). So fix is to change: class InlineRibPanel(CollectionPanel, bpy.types.Panel): to... class InlineRibPanel(CollectionPanel): ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Python API breakage - squeaking wheels
[1] https://github.com/mattebb/3delightblender/blob/master/ui.py bpy.utils.register_module(): failed to registering class class '3delightblender.ui.InlineRibPanel' Traceback (most recent call last): File bin/blender.app/Contents/MacOS/2.67/scripts/modules/bpy/utils.py, line 578, in register_module register_class(cls) AttributeError: expected Panel, InlineRibPanel class to have an draw attribute Quick reply about this python exception, the problem here is that you have a mix-in class that gets registered. InlineRibPanel, checked with 2.62 and it has the same behavior (quite sure its been this way for over a year). So fix is to change: class InlineRibPanel(CollectionPanel, bpy.types.Panel): to... class InlineRibPanel(CollectionPanel): Got the 3delight addon loading up ok. patch available here: https://github.com/mattebb/3delightblender/pull/5 From the looks of it pynodes and ui-list updates in blender were the only significant api change that broke this. (both intentional changes/breakages to the API). -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] How to build official binaries for Blender
Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] How to build official binaries for Blender
hi can you show me how to use cuda 5 with vs 2012? i want to use compile with mingw64, and the old abandon vs2008. i think concentrating on getting mingw64 use openmp is better than supporting any msvc compiler! i mean the huge difference in render time alone makes mingw64 a killer compiler! but it still useful in coding and debugging, thanks for porting to it. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Mon, 27 May 2013 17:56:19 +0200 Subject: [Bf-committers] How to build official binaries for Blender Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57058] trunk/blender: Fix #35505: cycles object space normal mapping did not match blender internal.
Hi Brecht, do you think this is a good idea? If BI did something fishy, we should not port that to Cycles. Consistency is not an argument here imho. Am 27.05.2013 19:48, schrieb Brecht Van Lommel: Revision: 57058 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57058 Author: blendix Date: 2013-05-27 17:48:02 + (Mon, 27 May 2013) Log Message: --- Fix #35505: cycles object space normal mapping did not match blender internal. Now it uses the same (strange) YZ flipping convention. -- 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] How to build official binaries for Blender
On Mon, May 27, 2013 at 5:56 PM, Jürgen Herrmann shadow...@me.com wrote: I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? At the moment not much, maybe it would be good to have this officially confirmed but I guess the Window maintainer (Thomas) is ok with it. When we get near the end of the 2.68 release cycles there will be a test build that will be announced on the mailing list here, and then you can make the build and uploaded it somewhere, and then someone will copy it to download.blender.org/release/Blender2.68 Is there any special build config I have to do? The buildbot builds are the default scons configuration + CUDA binaries, not sure if there are any other options enabled or if redistributable files need to be copied somewhere. Thomas does the official builds so he would know about this. How do I provide an installer? Install the NSIS Installer software, and then run python scons/scons.py nsis to create the installer. Brecht. ___ 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 [57058] trunk/blender: Fix #35505: cycles object space normal mapping did not match blender internal.
It's indeed not ideal, but nearly all normal maps used in Cycles will be baked with Blender Internal, so it's useful to match that. Tangent space normal maps are also nearly always the preferred solution. On Mon, May 27, 2013 at 8:00 PM, Thomas Dinges blen...@dingto.org wrote: Hi Brecht, do you think this is a good idea? If BI did something fishy, we should not port that to Cycles. Consistency is not an argument here imho. Am 27.05.2013 19:48, schrieb Brecht Van Lommel: Revision: 57058 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57058 Author: blendix Date: 2013-05-27 17:48:02 + (Mon, 27 May 2013) Log Message: --- Fix #35505: cycles object space normal mapping did not match blender internal. Now it uses the same (strange) YZ flipping convention. -- 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] How to build official binaries for Blender
Hi, For Blender 2.68, I'd like to stick with vc2008. vc2012 builds can be provided as well, and also advertised on the dl page but marked as experimental. This way we can get good feedback first. For the official build, yes it's the default scons config. I set those 2 things inside my user-config.py though, to enable CUDA and point to the correct toolkit: WITH_BF_CYCLES_CUDA_BINARIES = 1 BF_CYCLES_CUDA_NVCC = C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v4.2/bin/nvcc.exe For the Installer you need the NSIS installer, as Brecht said + the MoreInfo plugin: http://nsis.sourceforge.net/MoreInfo_plug-in We also bundle the vc runtime files with our binaries (msvcr90.dll etc...), for people who do not have the Visual C++ runtime installed. Best regards, Thomas Am 27.05.2013 20:02, schrieb Brecht Van Lommel: On Mon, May 27, 2013 at 5:56 PM, Jürgen Herrmann shadow...@me.com wrote: I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? At the moment not much, maybe it would be good to have this officially confirmed but I guess the Window maintainer (Thomas) is ok with it. When we get near the end of the 2.68 release cycles there will be a test build that will be announced on the mailing list here, and then you can make the build and uploaded it somewhere, and then someone will copy it to download.blender.org/release/Blender2.68 Is there any special build config I have to do? The buildbot builds are the default scons configuration + CUDA binaries, not sure if there are any other options enabled or if redistributable files need to be copied somewhere. Thomas does the official builds so he would know about this. How do I provide an installer? Install the NSIS Installer software, and then run python scons/scons.py nsis to create the installer. Brecht. ___ 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] How to build official binaries for Blender
Hi Yousef, I am currently working on documentation for that. But NVidia will release Cuda 5.5 RC soon so it might be unnecessary. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. /Jürgen Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com: hi can you show me how to use cuda 5 with vs 2012? i want to use compile with mingw64, and the old abandon vs2008. i think concentrating on getting mingw64 use openmp is better than supporting any msvc compiler! i mean the huge difference in render time alone makes mingw64 a killer compiler! but it still useful in coding and debugging, thanks for porting to it. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Mon, 27 May 2013 17:56:19 +0200 Subject: [Bf-committers] How to build official binaries for Blender Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ 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] How to build official binaries for Blender
Would also be good to have msvc2012 buildslave. But this is tricky =\ Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote: Hi Yousef, I am currently working on documentation for that. But NVidia will release Cuda 5.5 RC soon so it might be unnecessary. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. /Jürgen Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com: hi can you show me how to use cuda 5 with vs 2012? i want to use compile with mingw64, and the old abandon vs2008. i think concentrating on getting mingw64 use openmp is better than supporting any msvc compiler! i mean the huge difference in render time alone makes mingw64 a killer compiler! but it still useful in coding and debugging, thanks for porting to it. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Mon, 27 May 2013 17:56:19 +0200 Subject: [Bf-committers] How to build official binaries for Blender Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ 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 -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] How to build official binaries for Blender
Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) there is no need for a license the express edition compiles x86, x86_64 by default, so it's just the matte of downloading one from ms site, you'll get a free serial to activate. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. well that's because of the openmp issue, if it is resolved then i'm sure it will be faster than the msvc one. Regards Yousef Harfoush ba...@msn.com Date: Tue, 28 May 2013 00:52:08 +0600 From: sergey@gmail.com To: bf-committers@blender.org Subject: Re: [Bf-committers] How to build official binaries for Blender Would also be good to have msvc2012 buildslave. But this is tricky =\ Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote: Hi Yousef, I am currently working on documentation for that. But NVidia will release Cuda 5.5 RC soon so it might be unnecessary. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. /Jürgen Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com: hi can you show me how to use cuda 5 with vs 2012? i want to use compile with mingw64, and the old abandon vs2008. i think concentrating on getting mingw64 use openmp is better than supporting any msvc compiler! i mean the huge difference in render time alone makes mingw64 a killer compiler! but it still useful in coding and debugging, thanks for porting to it. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Mon, 27 May 2013 17:56:19 +0200 Subject: [Bf-committers] How to build official binaries for Blender Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ 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 -- With best regards, Sergey Sharybin ___ 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] How to build official binaries for Blender
Hi Sergey, use an express license. It does support everything you need to build blender no need for a pro license. /Jürgen Am 27.05.2013 um 20:52 schrieb Sergey Sharybin sergey@gmail.com: Would also be good to have msvc2012 buildslave. But this is tricky =\ Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote: Hi Yousef, I am currently working on documentation for that. But NVidia will release Cuda 5.5 RC soon so it might be unnecessary. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. /Jürgen Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com: hi can you show me how to use cuda 5 with vs 2012? i want to use compile with mingw64, and the old abandon vs2008. i think concentrating on getting mingw64 use openmp is better than supporting any msvc compiler! i mean the huge difference in render time alone makes mingw64 a killer compiler! but it still useful in coding and debugging, thanks for porting to it. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Mon, 27 May 2013 17:56:19 +0200 Subject: [Bf-committers] How to build official binaries for Blender Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ 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 -- With best regards, Sergey Sharybin ___ 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] How to build official binaries for Blender
You might be right, but imho it is much harder to make mingw support OpenMP on windows than to optimize blender for MSVC ;) Am 27.05.2013 um 20:59 schrieb Yousef Hurfoush ba...@msn.com: Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) there is no need for a license the express edition compiles x86, x86_64 by default, so it's just the matte of downloading one from ms site, you'll get a free serial to activate. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. well that's because of the openmp issue, if it is resolved then i'm sure it will be faster than the msvc one. Regards Yousef Harfoush ba...@msn.com Date: Tue, 28 May 2013 00:52:08 +0600 From: sergey@gmail.com To: bf-committers@blender.org Subject: Re: [Bf-committers] How to build official binaries for Blender Would also be good to have msvc2012 buildslave. But this is tricky =\ Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote: Hi Yousef, I am currently working on documentation for that. But NVidia will release Cuda 5.5 RC soon so it might be unnecessary. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. /Jürgen Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com: hi can you show me how to use cuda 5 with vs 2012? i want to use compile with mingw64, and the old abandon vs2008. i think concentrating on getting mingw64 use openmp is better than supporting any msvc compiler! i mean the huge difference in render time alone makes mingw64 a killer compiler! but it still useful in coding and debugging, thanks for porting to it. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Mon, 27 May 2013 17:56:19 +0200 Subject: [Bf-committers] How to build official binaries for Blender Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ 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 -- With best regards, Sergey Sharybin ___ 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] How to build official binaries for Blender
Aah, nice :) On Tue, May 28, 2013 at 1:12 AM, Jürgen Herrmann shadow...@me.com wrote: Hi Sergey, use an express license. It does support everything you need to build blender no need for a pro license. /Jürgen Am 27.05.2013 um 20:52 schrieb Sergey Sharybin sergey@gmail.com: Would also be good to have msvc2012 buildslave. But this is tricky =\ Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote: Hi Yousef, I am currently working on documentation for that. But NVidia will release Cuda 5.5 RC soon so it might be unnecessary. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. /Jürgen Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com: hi can you show me how to use cuda 5 with vs 2012? i want to use compile with mingw64, and the old abandon vs2008. i think concentrating on getting mingw64 use openmp is better than supporting any msvc compiler! i mean the huge difference in render time alone makes mingw64 a killer compiler! but it still useful in coding and debugging, thanks for porting to it. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Mon, 27 May 2013 17:56:19 +0200 Subject: [Bf-committers] How to build official binaries for Blender Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ 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 -- With best regards, Sergey Sharybin ___ 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 -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] crash starting after opencl fixes commit
hi after adding the last opencl fixes, i'm able to build with: mingw64 and scons cuda 4.2, with msvcsp1 2008 on windows 8 x64 svn rev 57058 But the build crashes instantly, i did a fresh build. Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] How to build official binaries for Blender
i don't know how much code cycles needs to work with msvc compiler as good as the mingw, and also would like to get away from closed/property compilers, as OSS mingw is the better choice. but thanks man, the vs2012 ide is very good to work with for devlopment. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com Date: Mon, 27 May 2013 21:14:59 +0200 To: bf-committers@blender.org Subject: Re: [Bf-committers] How to build official binaries for Blender You might be right, but imho it is much harder to make mingw support OpenMP on windows than to optimize blender for MSVC ;) Am 27.05.2013 um 20:59 schrieb Yousef Hurfoush ba...@msn.com: Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) there is no need for a license the express edition compiles x86, x86_64 by default, so it's just the matte of downloading one from ms site, you'll get a free serial to activate. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. well that's because of the openmp issue, if it is resolved then i'm sure it will be faster than the msvc one. Regards Yousef Harfoush ba...@msn.com Date: Tue, 28 May 2013 00:52:08 +0600 From: sergey@gmail.com To: bf-committers@blender.org Subject: Re: [Bf-committers] How to build official binaries for Blender Would also be good to have msvc2012 buildslave. But this is tricky =\ Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote: Hi Yousef, I am currently working on documentation for that. But NVidia will release Cuda 5.5 RC soon so it might be unnecessary. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. /Jürgen Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com: hi can you show me how to use cuda 5 with vs 2012? i want to use compile with mingw64, and the old abandon vs2008. i think concentrating on getting mingw64 use openmp is better than supporting any msvc compiler! i mean the huge difference in render time alone makes mingw64 a killer compiler! but it still useful in coding and debugging, thanks for porting to it. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Mon, 27 May 2013 17:56:19 +0200 Subject: [Bf-committers] How to build official binaries for Blender Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ 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 -- With best regards, Sergey Sharybin ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Google Summer of Code 2013
Hi all, I warmly welcome 15 students who will help making Blender more awesome this summer! http://code.blender.org/index.php/2013/05/google-summer-of-code-2013/ More updates will follow soon! -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] How to build official binaries for Blender
Hi yousef, I am just trying to help because i really like blender. As for optimization, this would be a subject for a deep inspection of blenders code base. I think every compiler hat it pros and cons. In the end they all do the same. MinGW/GCC is faster than msvc with floating point operations. Therefore MSVC is faster on integer ops. The ms compilers have much better support for the win api, that's why we have problems with OpenMP and mingw. I would love to give Intels compiler a try with blender, but it's so expensive :( In the end it is all philosophy. As you said the IDE is top notch and the debugger is great. VC 2012 express even has a code analysis feature that seems to be quite good. /Jürgen Am 27.05.2013 um 21:23 schrieb Yousef Hurfoush ba...@msn.com: i don't know how much code cycles needs to work with msvc compiler as good as the mingw, and also would like to get away from closed/property compilers, as OSS mingw is the better choice. but thanks man, the vs2012 ide is very good to work with for devlopment. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com Date: Mon, 27 May 2013 21:14:59 +0200 To: bf-committers@blender.org Subject: Re: [Bf-committers] How to build official binaries for Blender You might be right, but imho it is much harder to make mingw support OpenMP on windows than to optimize blender for MSVC ;) Am 27.05.2013 um 20:59 schrieb Yousef Hurfoush ba...@msn.com: Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) there is no need for a license the express edition compiles x86, x86_64 by default, so it's just the matte of downloading one from ms site, you'll get a free serial to activate. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. well that's because of the openmp issue, if it is resolved then i'm sure it will be faster than the msvc one. Regards Yousef Harfoush ba...@msn.com Date: Tue, 28 May 2013 00:52:08 +0600 From: sergey@gmail.com To: bf-committers@blender.org Subject: Re: [Bf-committers] How to build official binaries for Blender Would also be good to have msvc2012 buildslave. But this is tricky =\ Any volunteers to donate msvc2012 license to BF or maybe someone wants to sacrifice his computer's cpu power to run msvc2012 slave? :) On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote: Hi Yousef, I am currently working on documentation for that. But NVidia will release Cuda 5.5 RC soon so it might be unnecessary. I think we should stick with MSVC on Windows and work on cycles optimization for MSVC. Because MSVC builds are faster in BI, physics and other parts of Blender. /Jürgen Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com: hi can you show me how to use cuda 5 with vs 2012? i want to use compile with mingw64, and the old abandon vs2008. i think concentrating on getting mingw64 use openmp is better than supporting any msvc compiler! i mean the huge difference in render time alone makes mingw64 a killer compiler! but it still useful in coding and debugging, thanks for porting to it. Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Mon, 27 May 2013 17:56:19 +0200 Subject: [Bf-committers] How to build official binaries for Blender Hi there, I got cuda 5.0 to work with VS 2012 today. I would like to provide official builds for 2.68. What do I have to do then? Is there any special build config I have to do? How do I provide an installer? /Jürgen ___ 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 -- With best regards, Sergey Sharybin ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org
[Bf-committers] [Idea] MinGW Cycles cpu kernel in MSVC builds
While writing an answer to another thread I had an insane idea: Maybe if we had a possibility to compile the cycles CPU kernel lib with mingw and link it into a version of blender built with MSVC we would get a blender build with insane speed improvements on windows while getting a good OpenMP performance on the rest of blender. What do you guys think? Linking to mingw libs in MSVC 2012 is possible and harmless as long as we don't use win api calls inside the lib. This should work great for cycles' CPU kernel lib. The only question is how can we do this without having to manually replace the lib file? /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] How to build official binaries for Blender
On Tue, May 28, 2013 at 6:54 AM, Jürgen Herrmann shadow...@me.com wrote: Hi yousef, I am just trying to help because i really like blender. As for optimization, this would be a subject for a deep inspection of blenders code base. I think every compiler hat it pros and cons. In the end they all do the same. MinGW/GCC is faster than msvc with floating point operations. Therefore MSVC is faster on integer ops. Not sure why MSVC would be faster at integer ops because its slower at floats? is there any performance tests showing this? IIRC - Brecht said it wasn't floating point operations being faster on MinGW, it was GCC's library of floating point math functions (assume sin/cos/sqrt/pow... etc). Though he also said this needing further investigation. If this is really the case it may be possible to replace MSVC's math functions though Im not sure if this would give hard-to-fix linking issues if dependencies are still using MSVC's math functions. The ms compilers have much better support for the win api, that's why we have problems with OpenMP and mingw. I would love to give Intels compiler a try with blender, but it's so expensive :( In the end it is all philosophy. As you said the IDE is top notch and the debugger is great. VC 2012 express even has a code analysis feature that seems to be quite good. /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Bevel
Bevel has been changed from relative spacing to absolute. I have found this to be really bad is some cases but good in others. Try doing this tut at 1:49 and you will see what I mean. http://www.youtube.com/watch?v=GU6fYiujrlI Plus note that of ten posted comments almost all of them are saying that Blender now has an error. I think it would be good to have both options! The change is also not documented as best as I can tell. Thanks. -- Douglas E Knapp 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/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] crash starting after opencl fixes commit
this is the crash report by blender: # Blender 2.67 (sub 1), Revision: 57063M Regards Yousef Harfoush ba...@msn.com From: ba...@msn.com To: bf-committers@blender.org Subject: crash starting after opencl fixes commit Date: Mon, 27 May 2013 19:16:48 + hi after adding the last opencl fixes, i'm able to build with: mingw64 and scons cuda 4.2, with msvcsp1 2008 on windows 8 x64 svn rev 57058 But the build crashes instantly, i did a fresh build. Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] How to build official binaries for Blender
On Mon, May 27, 2013 at 11:25 PM, Campbell Barton ideasma...@gmail.com wrote: On Tue, May 28, 2013 at 6:54 AM, Jürgen Herrmann shadow...@me.com wrote: I am just trying to help because i really like blender. As for optimization, this would be a subject for a deep inspection of blenders code base. I think every compiler hat it pros and cons. In the end they all do the same. MinGW/GCC is faster than msvc with floating point operations. Therefore MSVC is faster on integer ops. Not sure why MSVC would be faster at integer ops because its slower at floats? is there any performance tests showing this? There's no reason to think that would be the case, there's no tradeoff to make between integer and float performance on the same processor. IIRC - Brecht said it wasn't floating point operations being faster on MinGW, it was GCC's library of floating point math functions (assume sin/cos/sqrt/pow... etc). Though he also said this needing further investigation. If this is really the case it may be possible to replace MSVC's math functions though Im not sure if this would give hard-to-fix linking issues if dependencies are still using MSVC's math functions. I don't know the cause of the performance difference, some else suggested it's the floating point math functions but I don't know if that's the case. I'll make some time to do performance profiling on Windows, no point speculating about this when we no one has even run a basic profiler and checked if any unexpected slow functions show up. Brecht. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Idea] MinGW Cycles cpu kernel in MSVC builds
I don't think this will work well with Open Shading Language support, this has some windows API calls. Before we do complex setups like this the first thing to do is really to just run a basic profiler on the code and see if anything strange jumps out. No one has even attempted to optimize this code for MSVC. On Mon, May 27, 2013 at 11:01 PM, Jürgen Herrmann shadow...@me.com wrote: While writing an answer to another thread I had an insane idea: Maybe if we had a possibility to compile the cycles CPU kernel lib with mingw and link it into a version of blender built with MSVC we would get a blender build with insane speed improvements on windows while getting a good OpenMP performance on the rest of blender. What do you guys think? Linking to mingw libs in MSVC 2012 is possible and harmless as long as we don't use win api calls inside the lib. This should work great for cycles' CPU kernel lib. The only question is how can we do this without having to manually replace the lib file? /Jürgen ___ 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] crash starting after opencl fixes commit
Are you sure it's the OpenCL changes that are causing the problem? Normally these changes should have no effect unless you have defined the CYCLES_OPENCL_TEST environment variable for testing. As far as I can tell no code was changed that runs by default. On Mon, May 27, 2013 at 9:16 PM, Yousef Hurfoush ba...@msn.com wrote: hi after adding the last opencl fixes, i'm able to build with: mingw64 and scons cuda 4.2, with msvcsp1 2008 on windows 8 x64 svn rev 57058 But the build crashes instantly, i did a fresh build. Regards Yousef Harfoush ba...@msn.com ___ 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] crash starting after opencl fixes commit
I see here lots of missing operators on console with scons build before the crash. Not sure what is causing this but I don't think it is the OpenCL fixes either since I've built and run successfully with cmake ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Idea] MinGW Cycles cpu kernel in MSVC builds
OSL is still unstable on both MinGWs (crash on rendering). I have long managed to compile and link those locally and can provide the patches if someone wishes to investigate. Apart from that, linking C++ code from different compilers is a nono. Also, openmp support is missing due to the horrible pthread implementation of MinGW64 which I am looking at right now. It's not surprising at all that this code deadlocks and crashes so much. I so want to fix that error but simple good practices such as comments, identation and variable naming are things that the people who wrote the library scarcely heard about. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] crash starting after opencl fixes commit
i tried the opencl fixes 3rd patch just before you commit it into svn and gave the same crash! i will look into this and report back. Regards Yousef Harfoush ba...@msn.com From: brechtvanlom...@pandora.be Date: Mon, 27 May 2013 23:52:59 +0200 To: bf-committers@blender.org Subject: Re: [Bf-committers] crash starting after opencl fixes commit Are you sure it's the OpenCL changes that are causing the problem? Normally these changes should have no effect unless you have defined the CYCLES_OPENCL_TEST environment variable for testing. As far as I can tell no code was changed that runs by default. On Mon, May 27, 2013 at 9:16 PM, Yousef Hurfoush ba...@msn.com wrote: hi after adding the last opencl fixes, i'm able to build with: mingw64 and scons cuda 4.2, with msvcsp1 2008 on windows 8 x64 svn rev 57058 But the build crashes instantly, i did a fresh build. Regards Yousef Harfoush ba...@msn.com ___ 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] Bevel
The pre-2.65 bevel had a confusing mixture of options, and most users complained that they couldn't get even-looking bevels when beveling multiple edges. Bevel was completely rewritten in a way that made even bevels much more likely. This was documented in the 2.65 release notes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Mesh_Modeling I removed the percentage option for specifying bevel amounts because that seemed a guarantee to get uneven bevels, usually. I see from your cited tutorial that there are times when artists want uneven bevels, so I don't mind bringing back this option. I have a stack of knife and bevel bugs backed up right now, so it might be a while before I get to this. On Mon, May 27, 2013 at 5:41 PM, Knapp magick.c...@gmail.com wrote: Bevel has been changed from relative spacing to absolute. I have found this to be really bad is some cases but good in others. Try doing this tut at 1:49 and you will see what I mean. http://www.youtube.com/watch?v=GU6fYiujrlI Plus note that of ten posted comments almost all of them are saying that Blender now has an error. I think it would be good to have both options! The change is also not documented as best as I can tell. Thanks. -- Douglas E Knapp 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/ ___ 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] Bevel
Since we are on the topic of Bevel: It has gotten much love and improvement recently , both the modifier and the tool, thanks!!! One thing that would be amazing: If bevel could play nicer with at least UV maps: right now it is pretty much a destructive tool, even if you use the modifier, because the UVs will not be well behaved after the bevelling. I've seen so much amazing work at preserving UVs on modeling tools/ modifiers, that it would be fantastic if Bevel could do this also. On Mon, 2013-05-27 at 18:40 -0400, Howard Trickey wrote: The pre-2.65 bevel had a confusing mixture of options, and most users complained that they couldn't get even-looking bevels when beveling multiple edges. Bevel was completely rewritten in a way that made even bevels much more likely. This was documented in the 2.65 release notes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Mesh_Modeling I removed the percentage option for specifying bevel amounts because that seemed a guarantee to get uneven bevels, usually. I see from your cited tutorial that there are times when artists want uneven bevels, so I don't mind bringing back this option. I have a stack of knife and bevel bugs backed up right now, so it might be a while before I get to this. On Mon, May 27, 2013 at 5:41 PM, Knapp magick.c...@gmail.com wrote: Bevel has been changed from relative spacing to absolute. I have found this to be really bad is some cases but good in others. Try doing this tut at 1:49 and you will see what I mean. http://www.youtube.com/watch?v=GU6fYiujrlI Plus note that of ten posted comments almost all of them are saying that Blender now has an error. I think it would be good to have both options! The change is also not documented as best as I can tell. Thanks. -- Douglas E Knapp 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/ ___ 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] Bevel
Yes, that's on the stack of bugs I was referring to. I have half-written code to fix it, but it is hard to finish and I put it aside to work on what seemed to be simpler bugs. On Mon, May 27, 2013 at 6:51 PM, Bassam Kurdali bas...@urchn.org wrote: Since we are on the topic of Bevel: It has gotten much love and improvement recently , both the modifier and the tool, thanks!!! One thing that would be amazing: If bevel could play nicer with at least UV maps: right now it is pretty much a destructive tool, even if you use the modifier, because the UVs will not be well behaved after the bevelling. I've seen so much amazing work at preserving UVs on modeling tools/ modifiers, that it would be fantastic if Bevel could do this also. On Mon, 2013-05-27 at 18:40 -0400, Howard Trickey wrote: The pre-2.65 bevel had a confusing mixture of options, and most users complained that they couldn't get even-looking bevels when beveling multiple edges. Bevel was completely rewritten in a way that made even bevels much more likely. This was documented in the 2.65 release notes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Mesh_Modeling I removed the percentage option for specifying bevel amounts because that seemed a guarantee to get uneven bevels, usually. I see from your cited tutorial that there are times when artists want uneven bevels, so I don't mind bringing back this option. I have a stack of knife and bevel bugs backed up right now, so it might be a while before I get to this. On Mon, May 27, 2013 at 5:41 PM, Knapp magick.c...@gmail.com wrote: Bevel has been changed from relative spacing to absolute. I have found this to be really bad is some cases but good in others. Try doing this tut at 1:49 and you will see what I mean. http://www.youtube.com/watch?v=GU6fYiujrlI Plus note that of ten posted comments almost all of them are saying that Blender now has an error. I think it would be good to have both options! The change is also not documented as best as I can tell. Thanks. -- Douglas E Knapp 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/ ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] crash starting after opencl fixes commit
hi ok i found the culprit commit 57026before this everything compiles and no crash Regards Yousef Harfoush ba...@msn.com ___ 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 [57065] blender-autokey:
Please write commit messages On Tue, May 28, 2013 at 8:27 AM, Nicholas Rishel rishel.n...@gmail.com wrote: Revision: 57065 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57065 Author: nicholas_rishel Date: 2013-05-27 22:27:04 + (Mon, 27 May 2013) Log Message: --- Modified Paths: -- blender-autokey/source/blender/editors/space_file/filesel.c blender-autokey/source/blender/editors/space_file/space_file.c blender-autokey/source/blender/editors/space_view3d/drawobject.c blender-autokey/source/blender/windowmanager/intern/wm_event_system.c Added Paths: --- blender-autokey/ Property changes on: blender-autokey ___ Added: svn:ignore + *.pdb .* TAGS cscope.out sgc.bat sgd.bat smc.bat ssenv.bat tags user-config.py CMakeFiles CMakeCache.txt blender.bin blender.kdev4 .kdev4 Added: svn:externals + Added: svn:mergeinfo + /branches/ge_harmony:42255,42279-42282,42286,42302,42338,42349,42616,42620,42698-42699,42739,42753,42773-42774,42832,44568,44597-44598,44793-44794 /branches/soc-2011-cucumber:37517,38166-38167,38177,38179-38180,38187,38242,38384,38387,38403-38404,38407,38968,38970,38973,39045,40845,42997-42998,43439 /branches/soc-2011-tomato:42376,42378-42379,42383,42385,42395,42397-42400,42407,42411,42418,42443-42444,42446,42467,42472,42486,42650-42652,42654-42655,42709-42710,42733-42734,42801,43872,44130,44141,44147-44149,44151-44152,44229-44230,45623-45625,46037,48089,48092,48551-48552,48679,48790,48792-48793,49076,49087,49292,49294,49466,49894,50052,50126,52854-52856,54573 Modified: blender-autokey/source/blender/editors/space_file/filesel.c === --- trunk/blender/source/blender/editors/space_file/filesel.c 2013-05-27 18:51:31 UTC (rev 57061) +++ blender-autokey/source/blender/editors/space_file/filesel.c 2013-05-27 22:27:04 UTC (rev 57065) @@ -254,6 +254,8 @@ /* initialize the list with previous folders */ if (!sfile-folders_prev) sfile-folders_prev = folderlist_new(); + if (!sfile-params-dir[0]) + BLI_cleanup_dir(G.main-name, sfile-params-dir); folderlist_pushdir(sfile-folders_prev, sfile-params-dir); /* switching thumbnails needs to recalc layout [#28809] */ Modified: blender-autokey/source/blender/editors/space_file/space_file.c === --- trunk/blender/source/blender/editors/space_file/space_file.c 2013-05-27 18:51:31 UTC (rev 57061) +++ blender-autokey/source/blender/editors/space_file/space_file.c 2013-05-27 22:27:04 UTC (rev 57065) @@ -442,6 +442,10 @@ RNA_boolean_set(kmi-ptr, fill, TRUE); RNA_boolean_set(kmi-ptr, open, FALSE); + /* front and back mouse folder navigation */ + WM_keymap_add_item(keymap, FILE_OT_previous, BUTTON4MOUSE, KM_CLICK, 0, 0); + WM_keymap_add_item(keymap, FILE_OT_next, BUTTON5MOUSE, KM_CLICK, 0, 0); + WM_keymap_add_item(keymap, FILE_OT_select_all_toggle, AKEY, KM_PRESS, 0, 0); WM_keymap_add_item(keymap, FILE_OT_refresh, PADPERIOD, KM_PRESS, 0, 0); WM_keymap_add_item(keymap, FILE_OT_select_border, BKEY, KM_PRESS, 0, 0); Modified: blender-autokey/source/blender/editors/space_view3d/drawobject.c === --- trunk/blender/source/blender/editors/space_view3d/drawobject.c 2013-05-27 18:51:31 UTC (rev 57061) +++ blender-autokey/source/blender/editors/space_view3d/drawobject.c 2013-05-27 22:27:04 UTC (rev 57065) @@ -6321,7 +6321,12 @@ (G.moving G_TRANSFORM_OBJ) (base-flag (SELECT + BA_WAS_SEL))) { - theme_id = TH_TRANSFORM; + if (scene-toolsettings-autokey_mode AUTOKEY_ON) { + theme_id = TH_EDGE_CREASE; /* XXX improper use of theme colors to test autokey indication color */ + } + else { + theme_id = TH_TRANSFORM; + } } else { /* Sets the 'colindex' */ Modified: blender-autokey/source/blender/windowmanager/intern/wm_event_system.c === --- trunk/blender/source/blender/windowmanager/intern/wm_event_system.c 2013-05-27 18:51:31 UTC (rev 57061) +++ blender-autokey/source/blender/windowmanager/intern/wm_event_system.c 2013-05-27 22:27:04 UTC (rev 57065) @@ -1545,7 +1545,7 @@ return WM_HANDLER_BREAK; } -/* fileselect handlers are only in the window queue, so it's save to switch screens or area types */ +/* fileselect handlers are only in the window queue, so it's safe to switch screens or area types */
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57066] blender-autokey/: Eeek, did not branch the way I expected.
This script may help http://wiki.blender.org/index.php/User:Ideasman42#bfbranch On Tue, May 28, 2013 at 8:30 AM, Nicholas Rishel rishel.n...@gmail.com wrote: Revision: 57066 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57066 Author: nicholas_rishel Date: 2013-05-27 22:30:07 + (Mon, 27 May 2013) Log Message: --- Eeek, did not branch the way I expected. Removed Paths: - blender-autokey/ ___ 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
[Bf-committers] ver2.67 r57069 build error
Hi. I show an error message that appears because I failed to build. However, I have removed the display in Japanese. LLVMJIT.lib(JITMemoryManager.obj) : error LNK2001: public: virtual __thiscall llvm::RTDyldMemoryManager::~RTDyldMemoryManager(void) (??1RTDyldMemoryManager@llvm@@UAE@XZ) Environment: Windows XP/SP3 32bits SCONS+msvc9 Perfectioncat ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] ver2.67 r57069 build error
Hi, It compiles fine on my system, the LLVM libs have been replaced recently. Did you try a clean rebuild? Am 28.05.2013 um 05:18 schrieb PerfectionCat sindra1961reb...@yahoo.co.jp: Hi. I show an error message that appears because I failed to build. However, I have removed the display in Japanese. LLVMJIT.lib(JITMemoryManager.obj) : error LNK2001: public: virtual __thiscall llvm::RTDyldMemoryManager::~RTDyldMemoryManager(void) (??1RTDyldMemoryManager@llvm@@UAE@XZ) Environment: Windows XP/SP3 32bits SCONS+msvc9 Perfectioncat ___ 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] Bevel
On Tue, May 28, 2013 at 12:40 AM, Howard Trickey howard.tric...@gmail.com wrote: The pre-2.65 bevel had a confusing mixture of options, and most users complained that they couldn't get even-looking bevels when beveling multiple edges. Bevel was completely rewritten in a way that made even bevels much more likely. Thanks for the work. I must say that this problem really hexed my building of kitchen cabinets last year. This was documented in the 2.65 release notes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Mesh_Modeling Not saying this is your job but it needs to make it into the manual or at least show up when you google Blender Bevel. As you can see by the comments on the tut, all the users were really mixed up by this change. Not a good thing. I do understand your logic for changing it. I have had the opposite problem before. I think all this just needs to be well explained in the manual and we would get much less complaining on either side. I removed the percentage option for specifying bevel amounts because that seemed a guarantee to get uneven bevels, usually. I see from your cited tutorial that there are times when artists want uneven bevels, so I don't mind bringing back this option. Great. Let me know when it is done and I will help fix up the manual to make all these option clear and hopefully keep the users happy with it all! I have a stack of knife and bevel bugs backed up right now, so it might be a while before I get to this. I hate waiting :-) I want to make cool spaceships now! -- Douglas E Knapp 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/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers