Thanks for accepting the patch.
Does anybody plan to update the msvc20 libs?
On 07.02.2011 02:44, Campbell Barton wrote:
> Thanks for the patch, applied r34677
>
> On Sun, Feb 6, 2011 at 5:59 PM, Peter Kümmel wrote:
>> I successfully build trunk with cmake and msvc10 by disabling openexr.
>>
>>
Hi,
In ancient days it was used for halos, I believe...
-Ton-
Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org
Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands
On 7 Feb, 2011,
>
> Campbell wrote:
>
>
You have a valid point that we need python integration:
> IMHO scripts should be able to handle notifiers and ability to define
> update functions for python defined properties.
>
> Python defined update functions I can do but handling notifiers should
> be discussed with T
Hi,
Talked to Daniel in IRC about it; it's about re-render on any change
in 3D.
That's currently quite tricky, since too much data is being shared by
render and 3d editing.
It's definitely on our todo, but can't give a fast delivery date yet...
-Ton-
Am 06.02.2011 23:22, schrieb Dalai Felinto:
> Hi, on GameKit2:
>> - Terry Wallwork added Blender Gamekit2 now entirely in wiki:
>>http://wiki.blender.org/index.php/Doc:2.4/Books/GameKit_2
>
> Those are great news. I have a question though. Is it valid to do some
> errata or the idea is to keep
On Mon, Feb 7, 2011 at 10:36 PM, bartius crouch
wrote:
>>
>> Campbell wrote:
> You have a valid point that we need python integration:
>> IMHO scripts should be able to handle notifiers and ability to define
>> update functions for python defined properties.
Basically we just need to be able to h
Hi,
thanks for your reply.
Your suggestions are good, I also think that it's better to just
deactivate some controls.
The material type radiobutton has been kept out of the pipeline panel
because users might find it more convenient.
Even if I find that it would be more logical to incorporate it
Hi,
I like mockup number 1 (with the material_type selector in the header)
Best regards,
Thomas (DingTo
Am 07.02.2011 19:16, schrieb ervin weber:
> Hi,
> thanks for your reply.
>
> Your suggestions are good, I also think that it's better to just
> deactivate some controls.
> The material type rad
Hi Thomas,
options such as framing (Letterbox/Extend/Scale) and background color
are actually used for both Player and the embed BGE. So why not the
mouse? The way I see it (and the reason why it's there) is because
Blender itself always has a mouse pointer. BlenderPlayer, however, as
a standalone
Hi Dalei,
thanks for your feedback!
I appreciate that very much, because I don't get feedback regarding
UI/Interface (concerning the python scripts) very often.
> Hi Thomas,
> options such as framing (Letterbox/Extend/Scale) and background color
> are actually used for both Player and the embed BG
Discussion to be continued over the tracker:
http://projects.blender.org/tracker/?func=detail&atid=498&aid=25963&group_id=9
Cheers,
Dalei, I mean Dalai ;)
2011/2/7 Thomas Dinges :
> Hi Dalei,
> thanks for your feedback!
> I appreciate that very much, because I don't get feedback regarding
> UI/In
Ack, sorry Dalai, I just don't get it :)
Thomas
> Discussion to be continued over the tracker:
> http://projects.blender.org/tracker/?func=detail&atid=498&aid=25963&group_id=9
>
> Cheers,
> Dalei, I mean Dalai ;)
>
> 2011/2/7 Thomas Dinges:
>> Hi Dalei,
>> thanks for your feedback!
>> I appreciate
Just for the records.
Actually the values are all stored as integers so the only way of
changing that would be changing the DNA and doing a do_version. I
wonder if a change from integer to float in a struct can go harmless,
that would be neat too.
That said we have the "Property" playmode which mo
Blenders DNA handles conversion between float/int/short/(probably char
too) values so its ok to make changes like this without do_versions(),
just double check it does what you expect.
On Mon, Feb 7, 2011 at 9:23 PM, Dalai Felinto wrote:
> Just for the records.
> Actually the values are all store
+1 for Alternative 2
I like being able to hide (fold) controls hardly ever being changed.
cheers,
mario
On Mon, Feb 7, 2011 at 7:55 PM, Thomas Dinges wrote:
> Hi,
> I like mockup number 1 (with the material_type selector in the header)
>
> Best regards,
> Thomas (DingTo
>
> Am 07.02.2011 19:1
Am 07.02.2011 22:23, schrieb Dalai Felinto:
> Just for the records.
...
> That said we have the "Property" playmode which most of the time has a
> float on it. So to have floats there wouldn't be a problem. However
Yes, I used this many times where a resolution on a frame was not enough.
> Blende
On Monday 07 February 2011, Carsten Wartmann wrote:
> Esp. the bitmapfont creator. However the link was coming and going
> several times in the past ;-)
There's a Python/PIL script for BGE bitmap font creation. It might not work as
is with latest Blender 2.49, but here's the link in any case:
ht
Am 04.02.2011 14:21, schrieb Brecht Van Lommel:
So I think it have to be possible
to show all the textures in GLSL when following is meet:
- Object has a Material,
- "Face Textures" in Options-Panel is ON
>>> Agree with that here. Actually I consider this more to be a bug than a
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