Hi all,
I've been working on getting our UI scaling code to work 100%, especially for
high density screens (scaling up factor 2 or more should work).
It involves a lot of small tweaks in the code everywhere. The biggest
regression is that scaling down (or DPI < 72) is less nice now. That'll tak
Hi blender developers
My name is Paal and I am currently looking for a bachelor-thesis for my
Computer Engineering degree. I thought I could use this opportunity to use
my thesis to contribute to the blender development community.But this
is my first time with open source development and I do
Hi Chad,
Thanks for waving in.
I get the following error after commenting the proper lines for x64/vc2010
and installing Python 2.7:
http://www.pasteall.org/38156
--
Dalai
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Hi,
And yes, there are icons missing too! The svg we use is not complete nor
finished.
Volunteers welcome!
-Ton-
Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org
Blender Institute Entrepotdok 57A
Ton,
> And yes, there are icons missing too! The svg we use is not complete
> nor finished. Volunteers welcome!
The SVG is almost complete now and everything is in the same order
as in current PNG. Details are here:
http://projects.blender.org/tracker/index.php?func=detail&aid=33448&group_id=9&a
Ton,
>The svg we use is not complete nor finished
In fact it would be great if someone could go to this patch...
http://projects.blender.org/tracker/index.php?func=detail&aid=33448&group_id=9&atid=127
and commit the file there that is attached as "Blender ICONS -
v.2.5.08.svg" as the
new "blende
Hi Paal,
have a look at the projects of this year's Google Summer of Code,
(external) programmers contributed great stuff to Blender:
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Overview
You could do something similar, but a lot of other things need to be
done as well, he
Hi Mathias, It's always a good idea to start with one of the "easy hacks"
that have been compiled specially because they are a good introduction to
Blender coding, ie: not touching a million parts of the code
http://wiki.blender.org/index.php/Dev:Doc/Quick_Hacks
welcome and have fun!
Daniel Sala
On Tue, Dec 18, 2012 at 9:40 AM, Dalai Felinto wrote:
> Hi Chad,
> Thanks for waving in.
>
> I get the following error after commenting the proper lines for x64/vc2010
> and installing Python 2.7:
> http://www.pasteall.org/38156
Yeah, unless you're compiling for 2008 there's only a 50/50 chance i
Hey everyone,
I just added a new patch for OSL syntax highlighting in the Text Editor which I
thought people might find useful. Personally I would love a bit more color
variation, which is why I did the request in the code comments of giving
decorators their own color, and also why I'll probab
Sounds good, however I'd prefer the syntax selection be automatic based on
the extension, like it is already for other things related to py vs osl.
One less menu or button is always good!
Daniel Salazar
patazstudio.com
On Tue, Dec 18, 2012 at 5:11 PM, patrick boelens wrote:
>
> Hey everyone,
I thought about that, but it seemed weird and cumbersome having to always end
your file names in .py or .osl before (correct) highlighting can occur. (Maybe
it's just me being lazy but I never end in either extension when working in
Blender.) Maybe we could have a combination of the two (keep t
The sculpt icons seem to be missing too. They of course don't seem to be
in svg format at all since they were built in blender. If it helps, the
source file for the icons built by Eclectial can be found here:
http://www.pasteall.org/blend/18232
-Sean
On Tue, Dec 18, 2012 at 1:45 PM, Harley Ach
Don't think so, the practice of using the extension is already in place
see py
http://www.pasteall.org/pic/42060
vs osl
http://www.pasteall.org/pic/show.php?id=42059
This is a place where you don't have to be smart. It's a
simple syntax highlighting, why would it even be an option? Who would wan
I disagree with that.
A new button inside of a menu in the text editor won't harm.
Thanks for the patch Patrick, a welcome addition. I have not looked at the code
yet, but OSL syntax highlighting in trunk should be added. +1
Best regards, Thomas
"Daniel Salazar - 3Developer.com" schrieb:
>D
Inside a menu is better, yes. For disabling automatic syntax highlighting
(again I don't know why but what ever). The rest should just work
Daniel Salazar
patazstudio.com
On Tue, Dec 18, 2012 at 6:11 PM, Thomas Dinges wrote:
> I disagree with that.
> A new button inside of a menu in the text
I can do 2010 x64, so let me know on IRC (nick is Moguri) if you need some
help compiling libs.
Cheers,
Mitchell
On Tue, Dec 18, 2012 at 3:00 PM, Chad Fraleigh wrote:
> On Tue, Dec 18, 2012 at 9:40 AM, Dalai Felinto wrote:
> > Hi Chad,
> > Thanks for waving in.
> >
> > I get the following erro
Honestly I didn't even know about the Script Node Update button (again
because I never use extensions internally), but I see what you mean.
Still though, I imagine there are many different types of users each
with different preferences and workflows, including those who like me
tend to forfeit
I wish blender UI development stopped being about "can't hurt" and "why
not" and had a clear direction towards unification and simplification. If
it means making users add an extention from now on for both clarity and
functionallity I think that would be a good thing. Thanks for you patch
BTW, cool
Hi all,
I would like to propose two features for inclusion in 2.66:
[#29035] Vertex colour baking [1]
This patch adds the ability to bake directly to vertex colours.
[#29680] SPH Fluid Density texture [2]
This patch modifies the Point Density texture to sample its density directly
from the SPH
I agree with that rhetoric to some extent, but not when it involves users being
forced into something like a file naming scheme (they may not know about/ that
isn't 100% clear without ever having done it). Having many options is something
I especially like in Blender; I hardly ever feel the nee
Is it my understanding then that a Lua syntax highlighting patch will now be
allowed?
The last time I asked, the idea was (politely) slapped down for not being an
all encompassing syntax highlighting solution. As this OSL patch seems to have
a similar "non-universal" nature - I'd like to know
Maybe this belong more to bf-funboard, but it irks me whenever a
single-click buttons become two point-and-click operations and ocuppying 5x
more space in the header (e.g. the new mask tool in the UV). Both UV and
text editor areas are usually small for me (in opposition to 3D view that I
tend to f
Hi
I feel the same way about other languages, I find myself editing little bits of
code in blender from a variety of languages including C and C++ when I am
working on a project and feel too lazy to open a proper editor. Having some
form of syntax highlighting would be a great improvement, in
Well, for my purposes, the GLSL/Lua is in the blend file because it's being
used in GameKit*. It's not so much laziness about opening another editor, but
the fact that the text needs to be in the file in the first place.
I'm don't have the time and inclination to put together something that'll
On Wed, Dec 19, 2012 at 11:44 AM, Alex Fraser wrote:
> Hi all,
>
> I would like to propose two features for inclusion in 2.66:
>
> [#29035] Vertex colour baking [1]
> This patch adds the ability to bake directly to vertex colours.
>
> [#29680] SPH Fluid Density texture [2]
> This patch modifies th
Hi,
I think turning the current syntax highlight into an option with
settings "Off", "Automatic", "Python", "Open Shading Language", ..
would be ok. Then Automatic would be the default, and it would work
based on file extension. The setting could be removed from the header
and moved into a menu. I
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