[Bf-committers] numpy for 2.70

2014-02-23 Thread Campbell Barton
A while ago it was agreed that blender would bundle numpy, with very
positive response from some script authors and general agreement,

See meeting minutes:
http://lists.blender.org/pipermail/bf-committers/2013-April/039809.html

Previous discussions on the topic:
http://lists.blender.org/pipermail/bf-committers/2012-November/038215.html
http://lists.blender.org/pipermail/bf-committers/2012-April/036428.html


We setup scons and cmake to bundle numpy with Python, and now the 2.70
Linux build bundles numpy 1.80, but (unless I'm mistaken). OSX and
ms-windows still don't include numpy.

If there are no blocking issues - (we can't get numpy to compile for eg...)
I think its a reasonable target to have numpy bundled on all platforms
for 2.70, not just for Linux.

Added tracker tickets for this so this isn't overlooked.
https://developer.blender.org/T38791
https://developer.blender.org/T38792

Maintaining platform deps is often done by volunteers, so if you don't
have time for it, say so and someone else can try to fill in the gaps.

-- 
- Campbell
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Re: [Bf-committers] RfE: High-DPI Support on Linux for Blender

2014-02-23 Thread Campbell Barton
There is a bit of a problem, where anyone working on blender's UI who
doesn't have access to a retina display can't easily test how blender
will look (higher DPI isn't exactly the same thing).

For testing the new tabs draw correctly at different pixelsize values,
I used this patch on X11,
http://www.graphicall.org/ftp/ideasman42/PIXELSIZE_SUPPORT_X11.diff

Its handy since you can set to 4, and anything that fails to scale is
very obvious.

Not suggesting it should be committed, only useful for others testing
and working on Blenders UI.

Any reason not to expose pixelsize as a command line argument or
user-preference?

On Mon, Feb 24, 2014 at 7:12 AM, Paulo José Amaro  wrote:
> If you can't read the screen, open this file with Blender and type ALT + P
> http://www.pasteall.org/blend/27032
>
> Then you'll be able to read the screen. To make it permanent go to File >
> User Preferences > button  "Save User Settings" at the bottom of window.
>
>
> On Sun, Feb 23, 2014 at 4:58 PM, Thomas Dinges  wrote:
>
>> File -> User Preferences
>> Go to the "System" tab there, and increase the DPI.
>>
>> Am 23.02.2014 20:49, schrieb Jochen Schmitt:
>> > On Sun, Feb 23, 2014 at 04:08:04PM +0100, Ton Roosendaal wrote:
>> >
>> >> Just set the DPI in user pref to very high.
>> >> In mac retina we also draw lines then with 2 pixels, that's not
>> supported yet.
>> > Thank you for your answer. It may be nice, if you can explain me, how
>> > I should do set settings when the font is so small that I can't read
>> > the letters on the screen?
>> >
>> > Best Regards
>> >
>> > Jochen Schmitt
>> > ___
>> > 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
>>
>
>
>
> --
> Paulo José O. Amaro
> ___
> Bf-committers mailing list
> Bf-committers@blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers



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Re: [Bf-committers] Blender Developer Sneak Peeks in the release logs (2.70 and beyond)

2014-02-23 Thread Piotr Arłukowicz
Thomas, I've never seen your videos, they are VERY welcomed and valuable
help for many artists! Thank you!

cheers!
Piotr



Piotr Arłukowicz, PhD
University of Gdańsk, Faculty of Mathematics, Physics and Informatics
Division of Artificial Intelligence, Wit Stwosz 57, 80-952 Gdańsk, room 121
phone: +48585232125, University home page: http://inf.ug.edu.pl/~piotao
Also: Polish Blender Course: http://polskikursblendera.pl/ [PL]


2014-02-23 22:01 GMT+01:00 Paulo José Amaro :

> Thomas, your videos are very exciting! I'm always waiting for what's next!
> :-D I think both the release notes and your videos are important, they has
> different content and different approach. Both should be presented at
> blender.org.
>
>
> On Sun, Feb 23, 2014 at 5:29 PM, Howard Trickey  >wrote:
>
> > I like your videos and think they would help people understand the
> features
> > of the new release as a supplement to the release log, and support
> linking
> > to them off of that page.
> >
> >
> >
> > On Sun, Feb 23, 2014 at 1:20 PM, Thomas Beck <
> softw...@plasmasolutions.de
> > >wrote:
> >
> > > Hi friends,
> > >
> > > In short
> > > --
> > > Today I'd like to propose smth.: To add a section to our release logs
> > with
> > > the sneak peek videos for the 2.70 series that I released once a week
> for
> > > every Blender release.
> > >
> > > You can see the playlist for the current version here (every new
> version
> > > gets a new playlist)
> > >
> http://www.youtube.com/playlist?list=PLfceNesfWvLUCsnw1DR2Oup8hFw5z6SB2
> > >
> > > The longer story
> > > --
> > > My name is Thomas Beck, I'm the head of a small studio called
> > > Plasmasolutions (therefore the nick) here in Germany. Many of you know
> me
> > > at least from the #bcon13, from IRC and as a #b3d dev.
> > >
> > > I'm teaching, using and hacking in Blender a lot and am pretty frequent
> > in
> > > touch with the user base. While talking with users I often heard that
> > they
> > > don't know many of the new features of our releases and that they feel
> > like
> > > they were taken by surprise when we changed something suddenly and
> > > important for them (but for us maybe not) - they are mostly not reading
> > the
> > > ML or discussing with us on developer.blender.org.
> > >
> > > So I created a series of videos that show our current development
> > progress
> > > every week, give some insight into the development and create some
> > interest
> > > in new features - and I have to say: The comments are overwhelming
> > positive
> > > - users feel more as if they were "part of the development" (I know
> that
> > > they actually are, but they don't felt like that) now and that they
> could
> > > get a feeling for new features now early.
> > > Apart from that I'd like to give a bit of shine to the hardworking devs
> > > that are often forgotten outside the dev universe - so I credit as much
> > as
> > > I can ;)
> > >
> > > Reading through the comments on yt and blenderartists, many are asking
> to
> > > make that the standard way of a release log and that we (devs) should
> put
> > > those sneak peek videos on the www.blender.org page and on the release
> > > notes (maybe as a new features section in companion with cool Blend
> files
> > > that represent the features).
> > >
> > > I absolutely don't think that this should become the standard way of
> > > release logging - I for myself really enjoy reading (and writing)
> release
> > > logs and have a non-videoish way to look up key combinations and ideas
> > that
> > > led to the development of a specific feature! But people are lazy and I
> > > think we could help them by adding those vids to the logs and maybe the
> > > website ;)
> > >
> > > Ton finds the videos cool and supposed I ask you guys here...so what's
> > your
> > > opinion about this? Btw.: Bastien is already using a few to light up
> his
> > > dev work.
> > >
> > > Many greetings ... and go Blender go!
> > > Thomas
> > >
> > > --
> > > Plasmasolutions
> > > Design | Development | Training
> > >
> > > Website: Http://www.plasmasolutions.de  >
> > > Blog: Http://blog.plasmasolutions.de 
> > >
> > > Telefon: 0176 2017 9565
> > > ___
> > > 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
> >
>
>
>
> --
> Paulo José O. Amaro
> ___
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>
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Re: [Bf-committers] Blender Developer Sneak Peeks in the release logs (2.70 and beyond)

2014-02-23 Thread Paulo José Amaro
Thomas, your videos are very exciting! I'm always waiting for what's next!
:-D I think both the release notes and your videos are important, they has
different content and different approach. Both should be presented at
blender.org.


On Sun, Feb 23, 2014 at 5:29 PM, Howard Trickey wrote:

> I like your videos and think they would help people understand the features
> of the new release as a supplement to the release log, and support linking
> to them off of that page.
>
>
>
> On Sun, Feb 23, 2014 at 1:20 PM, Thomas Beck  >wrote:
>
> > Hi friends,
> >
> > In short
> > --
> > Today I'd like to propose smth.: To add a section to our release logs
> with
> > the sneak peek videos for the 2.70 series that I released once a week for
> > every Blender release.
> >
> > You can see the playlist for the current version here (every new version
> > gets a new playlist)
> > http://www.youtube.com/playlist?list=PLfceNesfWvLUCsnw1DR2Oup8hFw5z6SB2
> >
> > The longer story
> > --
> > My name is Thomas Beck, I'm the head of a small studio called
> > Plasmasolutions (therefore the nick) here in Germany. Many of you know me
> > at least from the #bcon13, from IRC and as a #b3d dev.
> >
> > I'm teaching, using and hacking in Blender a lot and am pretty frequent
> in
> > touch with the user base. While talking with users I often heard that
> they
> > don't know many of the new features of our releases and that they feel
> like
> > they were taken by surprise when we changed something suddenly and
> > important for them (but for us maybe not) - they are mostly not reading
> the
> > ML or discussing with us on developer.blender.org.
> >
> > So I created a series of videos that show our current development
> progress
> > every week, give some insight into the development and create some
> interest
> > in new features - and I have to say: The comments are overwhelming
> positive
> > - users feel more as if they were "part of the development" (I know that
> > they actually are, but they don't felt like that) now and that they could
> > get a feeling for new features now early.
> > Apart from that I'd like to give a bit of shine to the hardworking devs
> > that are often forgotten outside the dev universe - so I credit as much
> as
> > I can ;)
> >
> > Reading through the comments on yt and blenderartists, many are asking to
> > make that the standard way of a release log and that we (devs) should put
> > those sneak peek videos on the www.blender.org page and on the release
> > notes (maybe as a new features section in companion with cool Blend files
> > that represent the features).
> >
> > I absolutely don't think that this should become the standard way of
> > release logging - I for myself really enjoy reading (and writing) release
> > logs and have a non-videoish way to look up key combinations and ideas
> that
> > led to the development of a specific feature! But people are lazy and I
> > think we could help them by adding those vids to the logs and maybe the
> > website ;)
> >
> > Ton finds the videos cool and supposed I ask you guys here...so what's
> your
> > opinion about this? Btw.: Bastien is already using a few to light up his
> > dev work.
> >
> > Many greetings ... and go Blender go!
> > Thomas
> >
> > --
> > Plasmasolutions
> > Design | Development | Training
> >
> > Website: Http://www.plasmasolutions.de 
> > Blog: Http://blog.plasmasolutions.de 
> >
> > Telefon: 0176 2017 9565
> > ___
> > 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
>



-- 
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Re: [Bf-committers] Blender Developer Sneak Peeks in the release logs (2.70 and beyond)

2014-02-23 Thread Howard Trickey
I like your videos and think they would help people understand the features
of the new release as a supplement to the release log, and support linking
to them off of that page.



On Sun, Feb 23, 2014 at 1:20 PM, Thomas Beck wrote:

> Hi friends,
>
> In short
> --
> Today I'd like to propose smth.: To add a section to our release logs with
> the sneak peek videos for the 2.70 series that I released once a week for
> every Blender release.
>
> You can see the playlist for the current version here (every new version
> gets a new playlist)
> http://www.youtube.com/playlist?list=PLfceNesfWvLUCsnw1DR2Oup8hFw5z6SB2
>
> The longer story
> --
> My name is Thomas Beck, I'm the head of a small studio called
> Plasmasolutions (therefore the nick) here in Germany. Many of you know me
> at least from the #bcon13, from IRC and as a #b3d dev.
>
> I'm teaching, using and hacking in Blender a lot and am pretty frequent in
> touch with the user base. While talking with users I often heard that they
> don't know many of the new features of our releases and that they feel like
> they were taken by surprise when we changed something suddenly and
> important for them (but for us maybe not) - they are mostly not reading the
> ML or discussing with us on developer.blender.org.
>
> So I created a series of videos that show our current development progress
> every week, give some insight into the development and create some interest
> in new features - and I have to say: The comments are overwhelming positive
> - users feel more as if they were "part of the development" (I know that
> they actually are, but they don't felt like that) now and that they could
> get a feeling for new features now early.
> Apart from that I'd like to give a bit of shine to the hardworking devs
> that are often forgotten outside the dev universe - so I credit as much as
> I can ;)
>
> Reading through the comments on yt and blenderartists, many are asking to
> make that the standard way of a release log and that we (devs) should put
> those sneak peek videos on the www.blender.org page and on the release
> notes (maybe as a new features section in companion with cool Blend files
> that represent the features).
>
> I absolutely don't think that this should become the standard way of
> release logging - I for myself really enjoy reading (and writing) release
> logs and have a non-videoish way to look up key combinations and ideas that
> led to the development of a specific feature! But people are lazy and I
> think we could help them by adding those vids to the logs and maybe the
> website ;)
>
> Ton finds the videos cool and supposed I ask you guys here...so what's your
> opinion about this? Btw.: Bastien is already using a few to light up his
> dev work.
>
> Many greetings ... and go Blender go!
> Thomas
>
> --
> Plasmasolutions
> Design | Development | Training
>
> Website: Http://www.plasmasolutions.de 
> Blog: Http://blog.plasmasolutions.de 
>
> Telefon: 0176 2017 9565
> ___
> Bf-committers mailing list
> Bf-committers@blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>
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Re: [Bf-committers] RfE: High-DPI Support on Linux for Blender

2014-02-23 Thread Paulo José Amaro
If you can't read the screen, open this file with Blender and type ALT + P
http://www.pasteall.org/blend/27032

Then you'll be able to read the screen. To make it permanent go to File >
User Preferences > button  "Save User Settings" at the bottom of window.


On Sun, Feb 23, 2014 at 4:58 PM, Thomas Dinges  wrote:

> File -> User Preferences
> Go to the "System" tab there, and increase the DPI.
>
> Am 23.02.2014 20:49, schrieb Jochen Schmitt:
> > On Sun, Feb 23, 2014 at 04:08:04PM +0100, Ton Roosendaal wrote:
> >
> >> Just set the DPI in user pref to very high.
> >> In mac retina we also draw lines then with 2 pixels, that's not
> supported yet.
> > Thank you for your answer. It may be nice, if you can explain me, how
> > I should do set settings when the font is so small that I can't read
> > the letters on the screen?
> >
> > Best Regards
> >
> > Jochen Schmitt
> > ___
> > 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
>



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Re: [Bf-committers] RfE: High-DPI Support on Linux for Blender

2014-02-23 Thread Thomas Dinges
File -> User Preferences
Go to the "System" tab there, and increase the DPI.

Am 23.02.2014 20:49, schrieb Jochen Schmitt:
> On Sun, Feb 23, 2014 at 04:08:04PM +0100, Ton Roosendaal wrote:
>
>> Just set the DPI in user pref to very high.
>> In mac retina we also draw lines then with 2 pixels, that's not supported 
>> yet.
> Thank you for your answer. It may be nice, if you can explain me, how
> I should do set settings when the font is so small that I can't read
> the letters on the screen?
>
> Best Regards
>
> Jochen Schmitt
> ___
> Bf-committers mailing list
> Bf-committers@blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers

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Re: [Bf-committers] RfE: High-DPI Support on Linux for Blender

2014-02-23 Thread Jochen Schmitt
On Sun, Feb 23, 2014 at 04:08:04PM +0100, Ton Roosendaal wrote:

> Just set the DPI in user pref to very high.
> In mac retina we also draw lines then with 2 pixels, that's not supported yet.

Thank you for your answer. It may be nice, if you can explain me, how
I should do set settings when the font is so small that I can't read
the letters on the screen?

Best Regards

Jochen Schmitt
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[Bf-committers] Blender Developer Sneak Peeks in the release logs (2.70 and beyond)

2014-02-23 Thread Thomas Beck
Hi friends,

In short
--
Today I'd like to propose smth.: To add a section to our release logs with
the sneak peek videos for the 2.70 series that I released once a week for
every Blender release.

You can see the playlist for the current version here (every new version
gets a new playlist)
http://www.youtube.com/playlist?list=PLfceNesfWvLUCsnw1DR2Oup8hFw5z6SB2

The longer story
--
My name is Thomas Beck, I'm the head of a small studio called
Plasmasolutions (therefore the nick) here in Germany. Many of you know me
at least from the #bcon13, from IRC and as a #b3d dev.

I'm teaching, using and hacking in Blender a lot and am pretty frequent in
touch with the user base. While talking with users I often heard that they
don't know many of the new features of our releases and that they feel like
they were taken by surprise when we changed something suddenly and
important for them (but for us maybe not) - they are mostly not reading the
ML or discussing with us on developer.blender.org.

So I created a series of videos that show our current development progress
every week, give some insight into the development and create some interest
in new features - and I have to say: The comments are overwhelming positive
- users feel more as if they were "part of the development" (I know that
they actually are, but they don't felt like that) now and that they could
get a feeling for new features now early.
Apart from that I'd like to give a bit of shine to the hardworking devs
that are often forgotten outside the dev universe - so I credit as much as
I can ;)

Reading through the comments on yt and blenderartists, many are asking to
make that the standard way of a release log and that we (devs) should put
those sneak peek videos on the www.blender.org page and on the release
notes (maybe as a new features section in companion with cool Blend files
that represent the features).

I absolutely don't think that this should become the standard way of
release logging - I for myself really enjoy reading (and writing) release
logs and have a non-videoish way to look up key combinations and ideas that
led to the development of a specific feature! But people are lazy and I
think we could help them by adding those vids to the logs and maybe the
website ;)

Ton finds the videos cool and supposed I ask you guys here...so what's your
opinion about this? Btw.: Bastien is already using a few to light up his
dev work.

Many greetings ... and go Blender go!
Thomas

--
Plasmasolutions
Design | Development | Training

Website: Http://www.plasmasolutions.de 
Blog: Http://blog.plasmasolutions.de 

Telefon: 0176 2017 9565
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[Bf-committers] Blender developer meeting notes, February 23, 2014

2014-02-23 Thread Ton Roosendaal
Hi all,

Here's the notes from today's meeting in irc.freenode.net #blendercoders.

1) Upcoming 2.70 release

- Planning:
http://wiki.blender.org/index.php/Dev:Doc/Projects

- Only one topic was really discussed! Bugs!

- Showstopper issues are being collected here:
https://developer.blender.org/project/view/35/

- Everyone! Help bringing down the open topics. It's 224 for GE and 180 for 
rest of Blender.

2) Other projects

- Call for help: we need someone to collect a number of very cool .blend files 
as official 2.70 demo.zip for download. Files should be free to use and share, 
and show off (recent) features well. Contact me for it, but only if you want to 
handle the whole collection job.

Thanks,

-Ton-


Ton Roosendaal  -  t...@blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



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Re: [Bf-committers] Saving and retreiving custom object properties

2014-02-23 Thread patrick boelens
Hey Codeman,

Thanks for your explanation and the link; makes perfect sense now! =)

Cheers,
Patrick

> Date: Sun, 23 Feb 2014 14:19:11 +0100
> From: codem...@gmx.de
> To: bf-committers@blender.org
> Subject: Re: [Bf-committers] Saving and retreiving custom object properties
> 
> Hey Patrick,
> 
> there are different kinds of properties, see:
> 
> http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties#Summary
> 
> There are only ID-Properties internally, but ID-Props and static props 
> are separated from python perspective.
> 
> What you seem to use are ID-Properties, which are a set per datablock.
> Get and set them like:
> 
> someObject['prop']
> someObject['prop'] = 123
> 
> In contrast, static properties (bpy.types.*.prop = bpy.props.*) are 
> accessed like:
> 
> someObject.prop
> someObject.prop = 123
> 
> Don't mix it up, like:
> 
> someObject['prop'] = "foobar"
> print(someObject.prop)
> 
> or you will get errors like:
> 
> # ['prop']
> KeyError: 'bpy_struct[key]: key "prop" not found'
> 
> # .prop
> AttributeError: 'Object' object has no attribute 'prop'
> 
> Due to how properties are handled internally, both "prop" properties 
> will conflict. You should avoid name duplicates. You can easily run into 
> funny behavior it seems - edit a static prop in Custom Properties panel 
> via Edit popup, and set value to a number or list - static prop will be 
> cleared and no ID property exists either!.
> 
> Submitted a bug report:
> https://developer.blender.org/T38778
> 
> 
> Am 23.02.2014 04:58, schrieb patrick boelens:
> > Hi everyone,
> >
> > I've been asked to revisit an old addon I did and make it up-to-date, and 
> > in doing so I noticed something. While object properties are saved with the 
> > .blend, they are only accessable through a key, and no longer as a property 
> > of that object. Is this intended behaviour? If so, is there a reason for 
> > this? It seems a bit counter-intuitive imho. Here's an example of what I 
> > mean:
> >
> > - Open Blender
> > - Enable addon
> > - Perform an addon function and set "someObject.prop = 5"
> > - Request "someObject.prop"
> > - Returns 5
> > - Save .blend and close Blender
> > - Reopen, re-enable addon and request "someObject.prop"
> > - Returns property not found error
> > - Request "someObject['prop']"
> > - Returns 5
> >
> > Cheers,
> > Patrick
> > 
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Re: [Bf-committers] RfE: High-DPI Support on Linux for Blender

2014-02-23 Thread Ton Roosendaal
Hi,

Just set the DPI in user pref to very high.
In mac retina we also draw lines then with 2 pixels, that's not supported yet.

-Ton-


Ton Roosendaal  -  t...@blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 23 Feb, 2014, at 15:45, Jochen Schmitt wrote:

> Hello,
> 
> I have bought a MacBoom Pro 15" Retine Display (late 2013).
> 
> Noe I have to find out, that the fonts on blender are increditable small when 
> I try
> to start blender on Linux  (Fedora 20 x86_64). Because on OS X 10.9 this 
> issue doesn't
> occures I want to ask if there any effort to solve this issue.
> 
> Best Regards:
> 
> Jochen Schmitt 
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[Bf-committers] RfE: High-DPI Support on Linux for Blender

2014-02-23 Thread Jochen Schmitt
Hello,

I have bought a MacBoom Pro 15" Retine Display (late 2013).

Noe I have to find out, that the fonts on blender are increditable small when I 
try
to start blender on Linux  (Fedora 20 x86_64). Because on OS X 10.9 this issue 
doesn't
occures I want to ask if there any effort to solve this issue.

Best Regards:

Jochen Schmitt 
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[Bf-committers] Splash for 2.70

2014-02-23 Thread Ton Roosendaal
Hi,

I've checked on the suggestions. My preference is to use fpr the 2.70 splash 
early renders (yes a teaser is coming :) of the Gooseberry film project. 
Director Mathieu Auvray can do the selection, assisted/advised by the teams who 
work on the teaser now.

>From early March until mid April we'll run a funding campaign for the film - 
>which should result in the biggest most epic Blender project ever. For me a 
>good reason to hijack the splash again :)

Thanks for the feedback,

-Ton-


Ton Roosendaal  -  t...@blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



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Re: [Bf-committers] Saving and retreiving custom object properties

2014-02-23 Thread CoDEmanX
Hey Patrick,

there are different kinds of properties, see:

http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties#Summary

There are only ID-Properties internally, but ID-Props and static props 
are separated from python perspective.

What you seem to use are ID-Properties, which are a set per datablock.
Get and set them like:

someObject['prop']
someObject['prop'] = 123

In contrast, static properties (bpy.types.*.prop = bpy.props.*) are 
accessed like:

someObject.prop
someObject.prop = 123

Don't mix it up, like:

someObject['prop'] = "foobar"
print(someObject.prop)

or you will get errors like:

# ['prop']
KeyError: 'bpy_struct[key]: key "prop" not found'

# .prop
AttributeError: 'Object' object has no attribute 'prop'

Due to how properties are handled internally, both "prop" properties 
will conflict. You should avoid name duplicates. You can easily run into 
funny behavior it seems - edit a static prop in Custom Properties panel 
via Edit popup, and set value to a number or list - static prop will be 
cleared and no ID property exists either!.

Submitted a bug report:
https://developer.blender.org/T38778


Am 23.02.2014 04:58, schrieb patrick boelens:
> Hi everyone,
>
> I've been asked to revisit an old addon I did and make it up-to-date, and in 
> doing so I noticed something. While object properties are saved with the 
> .blend, they are only accessable through a key, and no longer as a property 
> of that object. Is this intended behaviour? If so, is there a reason for 
> this? It seems a bit counter-intuitive imho. Here's an example of what I mean:
>
> - Open Blender
> - Enable addon
> - Perform an addon function and set "someObject.prop = 5"
> - Request "someObject.prop"
> - Returns 5
> - Save .blend and close Blender
> - Reopen, re-enable addon and request "someObject.prop"
> - Returns property not found error
> - Request "someObject['prop']"
> - Returns 5
>
> Cheers,
> Patrick
>   
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Re: [Bf-committers] Blender developer meeting notes, February 9, 2014

2014-02-23 Thread Ton Roosendaal
Hi Nathan, Bassam, etc etc.

To prevent this topic to get lost in the avalanches of emails here, let's 
consider to re-activate the bf-animsys list for it.

http://lists.blender.org/mailman/listinfo/bf-animsys

That way things get a bit more condensed and coherent. I'll make sure that the 
devs who will do animation coding for Gooseberry will report on that list and 
use it to validate their todo lists, planning and designs.

Might take a month or two - we have to do a fundraiser first still :)

Laters,

-Ton-


Ton Roosendaal  -  t...@blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 14 Feb, 2014, at 2:32, Nathan Vegdahl wrote:

>> +1 -though maybe 'proxy' itself doesn't need to remain, just a way of
>> overriding in a more generic way
> 
> Agreed.  As useful as the proxy system has been, it's really time to
> put it to rest in favor of something much more flexible, robust, and
> generic.
> 
>> I'm thinking 'more like the way' python overriding works, but in the UI
>> instead: I guess that's what you mean by 'RNA layering system' below.
> 
> Yes, that's what I meant. :-)  I also think it's important to plan for
> even more flexibility than that.  An 'RNA layering system' would be
> the foundation, and provide some nice basic guarantees about things
> you can do override locally.  But ultimately we also want to support
> things like locally added/overridden shape keys, vertex groups,
> modifiers, materials, physics... the list goes on.
> 
> But even just basic RNA value overriding would be a good start.
> 
> And it doesn't have to be an all-at-once kind of thing.  It can be a
> migratory kind of thing.  E.g. the proxy system can still be
> maintained in parallel until things actually get to the point where
> it's fully redundant.
> 
> In any case, I just wanted to get the conversation started, because
> this is one of those un-sexy problems that's easy to overlook and
> ignore because it's not fun.  But it desperately needs to be addressed
> at some point (I'm hoping sooner rather than later).
> 
> --Nathan
> 
> 
> On Thu, Feb 13, 2014 at 10:59 AM, Bassam Kurdali  wrote:
>> On Thu, 2014-02-13 at 09:48 -0800, Nathan Vegdahl wrote:
>>> Regarding the Gooseberry meeting:
>>> 
>>> Is this a good time to finally revisit the proxy system as well?  I.e.
>>> making it useful for all object types and data, not just Armatures.
>>> And ridding it of the weird and obscure quirks it currently has.  I
>>> could be wrong, but that seems like one of the biggest production
>>> bottlenecks that Blender currently faces.  It certainly made a lot of
>>> things painful on Sintel.
>> +1 -though maybe 'proxy' itself doesn't need to remain, just a way of
>> overriding in a more generic way - I guess it could be called proxy, but
>> I'm thinking 'more like the way' python overriding works, but in the UI
>> instead: I guess that's what you mean by 'RNA layering system' below.
>>> 
>>> We had discussed at the time changing it to some kind of "RNA
>>> layering" system, where linked data could have its RNA values locally
>>> overridden.  We were essentially doing that on Sintel for simulation
>>> anyway, just via Python scripts.  But it was a terrible user
>>> experience, error prone, and impractical for doing any kind of complex
>>> animation since it had to be scripted.
>> We have been making custom scripts with UIs in wires for empathy for the
>> same thing: basically creating local scene properties and a toolbox
>> interface, to override specific linked properties. It is pretty solid,
>> but, you do have to plan ahead for every single override, creating a
>> bottleneck on scripters/riggers to make things available. It also is
>> cumbersome from an animation perspective (you would have to do on frame
>> change update handlers for any properties you need animated) - but the
>> fact that this stuff can be kludged via python is encouraging that it
>> might be implementable as a 'proper' design.
>>> 
>>> --Nathan
>>> 
>>> On Sun, Feb 9, 2014 at 8:25 AM, Ton Roosendaal  wrote:
 Hi all,
 
 Here are the notes from today's meeting in irc.freenode.net #blendercoders.
 
 1) Work on upcoming 2.70 release
 
 - Planning for release didn't change:
 http://wiki.blender.org/index.php/Dev:Doc/Projects
 
 - Image Editor panels are being reshuffled now:
  https://developer.blender.org/T38371
 
 - Crucial bugs to be done are now listed in a special page:
 https://developer.blender.org/project/view/35/
 
 - Showstopper bug is for Windows with non-Ascii character file paths (like 
 Japanese).
 https://developer.blender.org/T35176
 Campbell Barton and Tamito Kajiyama will check on it.
 
 - Note! Python scripters who added toolbar buttons should check and/or 
 update scripts, because of news tabs there. Connect Ca