Zes, it's true! Agree,agree!
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
Ctrl+U does ask you to confirm if you want to save it.
What you want is the same dialog when you call it from the menu?
--
Dalai
dalaifelinto.com
2011/2/1 Ρυακιωτάκης Αντώνης kal...@gmail.com
Zes, it's true! Agree,agree!
___
Bf-committers mailing
Or a cascade of files from new to older. They are small enough and hard
drives are huge these days so this should be no problem, even with 100 of
them.
2011/2/1 Dalai Felinto dfeli...@gmail.com
Ctrl+U does ask you to confirm if you want to save it.
What you want is the same dialog when you
Hi Daniel,
Whether there are good or bad reasons, it's important to get backup by
people who maintain the code, this to prevent everyone to just commit
their personal preferences!
When no explicit maintainers are mentioned you can always run it via
me too :)
-Ton-
I'm currently searching for bugs inside the armature code. Not that I
was looking for, but as I'm on it, I found some needless copying (result
will be overwritten anyways) and one computed, but never used matrix
variable (M_boneRest) inside ED_armature_from_edit().
As I read on the mainpage I
Me too, i managed to override the default blend once in a while and is
pretty annoying, because it doesn't happens all the time and you are not
prepared for that, loosing all the changes you made. Not even a confirmation
option, to me this is almost surreal, also a good point to bring back to the
This issue could probably be solved for all parties involved if/when we
get user definable defaults for all operators.
On 2011/02/01 01:10 PM, Ton Roosendaal wrote:
Hi Daniel,
Whether there are good or bad reasons, it's important to get backup by
people who maintain the code, this to prevent
Im currently reviewing the armature code to fix the loss of precession
while switching between edit mode and pose mode. Basically the locations
and roll angles are computed back and forth every time. Since it is done
with floating point precession the rig tends to fall apart. To correct
that i
Why are heads and tails stored anyway? This would be a great opportunity
to make editbones loc, rot, length. The difference between edit and pose
is bizarre from both a user's and developer's perspective, and a huge
HUGE headache when importing/exporting.
On 01/02/2011 2:13, Tobias Oelgarte
I don't know. Maybe it is easier to write code for the positioning of
the bones in edit-mode and it wastes less space while storing. The real
issue behind this is the steady conversion between this two types of
structs. Everytime it will compute the boneroll, head and tail again as
you enter
Daniel Salazar - 3Developer.com zan...@gmail.com wrote:
I don't think we should be prohibited from making a change because of
a screenshot. I'll try to explain my reasons:
Without getting into the details of the merits of which default draw type is
the best, framing this as prohibition
OK. Now i wrote a patch against it. It's a little bit a hack, since i
need to ensure that the roll is at least computed once while importing
older files. New Files will store the roll after applying this patch.
What it does:
* It prevents any modification onto the bones while switching
Campbell,
I must object strongly to what you've done here. Once again you've crippled
my addon (and perhaps others) at the drop of a hat, and again without giving
any prior notice or discussion on the issue.
Consider the design of an export/render addon:
1. Create an operator that exports the
On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote:
The patch:
* http://pastebin.com/mV5BwHqW
Blender has a Patch Tracker. Putting patches in our tracker
makes it easier to review and maintain them.
Making it easier for patch reviewers is making it easier to
get your patch
Hi,
This patch and the other one you posted contain many formatting
changes, please keep those out of patches, it's hard to see what you
changed.
Regarding this fix, it would be better to store original
roll/head/tail + loc/rot/scale on entering edit mode in the EditBone,
and then use that when
Though it should be quite simple to fix things without duplicate code
in your case, by making a function that both the operator and render
engine call?
Yes, indeed this is what I've done - in fact the refactoring is not as big
an issue as the lack of communication here and the fact that I
Please please, for the sake of everyone's sanity, start communicating to the
API users before changing it.
I think there should be a dedicated mailing list for changes in the
python API. Even if it is not stable or official yet, it's a de-facto
API and people are using it.
On Tue, Feb 1, 2011
@ Brecht Van Lommel:
You are right. I should have not made any further changes.
But regarding the storage of the variables i can't imagine a better
place, since the editmode is where the precession comes from. If you
store the restpositions in editmode and check with some delta against
it, you
I fixed the issues with the patch and uploaded it to the tracker:
http://projects.blender.org/tracker/index.php?func=detailaid=25901group_id=9atid=127
The only thing that is missing is a check for older files. (See the
description on the tracker for further information) I still need to find
Another side effect of this is that it's no longer possible to call my UI
message operator if something goes wrong with the render process. I'm forced
to revert to printing to console, which many of our users are unable to find
or copy/paste from correctly (example:
Hi,
We should continue discussion in the patch tracker, please open a
report there. I'll reply later trying to explain what I mean, I still
think this is the wrong solution...
Brecht.
On Tue, Feb 1, 2011 at 7:12 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
But regarding the
What do you mean with please open a report? I already added a patch
proposal at:
https://projects.blender.org/tracker/index.php?func=detailaid=25901group_id=9atid=127
Did you mean something else, a bugreport maybe? (Im not familiar with
the tracker)
Am 01.02.2011 21:11, schrieb Brecht Van
Reverted the render part of this commit which checks for render()
calls, r25845.
Re-opened the bug and assigned to Brecht.
Since this functionality is broken (not thread safe and causes python
to give errors), I didn't think existing scripts depended on this.
If disabling operator calls during
It's fine, I received your last e-mail after I sent mine.
Brecht.
On Tue, Feb 1, 2011 at 9:19 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
What do you mean with please open a report? I already added a patch
proposal at:
You should use the reporting API for that.
It logs to the internal console, so users will be able to copy/paste and
whatnot.
Martin
--- On Tue, 2/1/11, Doug Hammond doughamm...@hamsterfight.co.uk wrote:
From: Doug Hammond doughamm...@hamsterfight.co.uk
Subject: Re: [Bf-committers]
Reporting is only available inside operators, which I can't use from the
RenderEngine
Cheers,
Doug.
On 1 February 2011 21:17, Martin Poirier the...@yahoo.com wrote:
You should use the reporting API for that.
It logs to the internal console, so users will be able to copy/paste and
Then it should be made available inside a RenderEngine (I was thinking of the
render log thingy).
Martin
--- On Tue, 2/1/11, Doug Hammond doughamm...@hamsterfight.co.uk wrote:
From: Doug Hammond doughamm...@hamsterfight.co.uk
Subject: Re: [Bf-committers] [Bf-blender-cvs] SVN commit:
OK guys, no matter what, blender will not look the same in the future.
That is why you documenters always have new stuff to show right?
Greater changes are being made all the time, it's your job to keep up.
Of course I could have told about it in this list but I do believe
this is getting out of
Hi,
zan...@gmail.com (2011-02-01 at 1830.42 -0600):
OK guys, no matter what, blender will not look the same in the future.
Why does it have to change? Change for the sake of change sucks (or
you are trying to sell something and your only way is changing the
paint).
This new default is less
My $0.02:
I'm with ZanQdo here. And I know very well how a last minute default
change can screw up documentation. Large portions of my second book
were seriously borked by the change to add objects in Object mode
rather than Edit mode, which was a decision made after the first or
second test
No doubts. I hope that there's no misunderstanding here. Blender is by far one
of the most documenter-friendly environments around. In fact, I'd go so far as
to say that we're pretty spoiled if things like this are all we have to
complain about. I'm well aware that defaults have changed before and
I thinking about 'if blender game engine also works over xbox 360 and PS3 '
some know if blender will be adapt in a future?
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
The BGE cannot link against closed source libraries. Both the 360 and PS3
SDKs are closed source, which means the BGE can never support them.
Cheers,
Mitchell Stokes
___
Bf-committers mailing list
Bf-committers@blender.org
33 matches
Mail list logo