Resending to the correct mailing list...
-Original Message-
From: Jan-Peter Ewert
Sent: Tuesday, August 13, 2013 4:45 PM
To: bf-blender developers
Subject: RE: [Bf-committers] Steam-powered Blender
Hi all,
There have been some really good points brought up here.
The suggestion to
Done, thanks for noticing! Next time just add a comment on one of the
reports in the tracker please, keeps things tidy :)
On Wed, Aug 14, 2013 at 1:44 AM, W. Nelson indigitalsp...@yahoo.com wrote:
I didn't squash a bug but I did reduce the number by one hopefully ;p
Below is a duplicate bug
I have been a long time user of blender for source modding, and have
been through all the add-ons that have been released. The most recent
SMD/DMX tools by Varsity (of facepunch) are by far the best, and are
really easy to use. The part that most people have trouble with in
source is the
I am interested in seeing blender in steam because I am much into modding
stuff , so that would really help , but I think for that Valve will have to
create many plugins to integrate blender with its games ,so it would take
time.But I would really love it.
It will be possible to create QCs from a node graph once a custom
property for datablocks is added.
What's the news on that, BTW? When PyNodes was released it was listed as
something that would be arriving soon...
On 14/08/2013 9:28, brook...@internode.on.net wrote:
I have been a long time
Hi Devs,
I finally manage to get valid separated patches for this project, pfew!
So, first one fixes some bugs with PROP_DYNAMIC RNA parameters (for RNA
functions) - unless I completely misunderstood that piece of code, that
kind of props was not handled nicely!
Additionally, on the other end of the pipeline, I'd love some support
for decompiling/importing existing compiled MDLs. Currently the only
solution is to use third-party tools (MDLDecompiler, StudioCompiler)
which aren't reliable. Making assets like hats for TF2 requires
working on top of the
A suite would probably do better overall than individually maintained
tools. A suite allowing a two-way dev environment would provide the best
workflow and would likely gain and keep support from the community (as
opposed to creating a dozen different tools to fill holes left by others).
Having a