Re: [Bf-committers] Blender Mantaflow integration

2016-02-18 Thread David Ullmann
Thanks for your answer Kévin :) On Fri, Feb 19, 2016 at 1:19 AM Kévin Dietrich wrote: > ... > 1. the various "lookup" functions are put inside (threaded) loops [0] > 2. a Python API is generated > > My idea was to just use the result of (1.), and make a nice C/C++

Re: [Bf-committers] New glLineWidth Policy

2016-02-18 Thread Mike Erwin
Brecht Van Lommel wrote: > Mike Erwin wrote: > > For 2.77 what is left to fix? If it's a small set I say fix those and > keep > > the change. (but of course I would say that) It gets us closer to clean > GL > > usage. > > But it also breaks

Re: [Bf-committers] Some Guidance

2016-02-18 Thread Jacob Merrill
For some things, like the game engine, trying to understand how all the sources together expose the feature to the user from UI to conversion, to use in the game engine make it tricky to even know everywhere you need to patch against, Is there any way to move the meat of the code so it all exists

Re: [Bf-committers] Blender Mantaflow integration

2016-02-18 Thread Kévin Dietrich
Le 2016-02-18 23:51, David Ullmann a écrit : > Hi everyone! > > My name is David and first of all thank you Sebastián for your work on the > Mantaflow integration! I'm really looking forward to > having its features available in blender. > > I'm just coding for fun in my spare time (I'm an

Re: [Bf-committers] New glLineWidth Policy

2016-02-18 Thread Julian Eisel
Mike, you didn't get notified cause I accidentally commented on the commit of the staging repo (see rBS sha1 prefix). I didn't get any notifications either. On 19 February 2016 at 01:12, Brecht Van Lommel wrote: > Here's the latest report by the way: >

Re: [Bf-committers] New glLineWidth Policy

2016-02-18 Thread Brecht Van Lommel
Here's the latest report by the way: https://developer.blender.org/T47454 On Fri, Feb 19, 2016 at 1:09 AM, Brecht Van Lommel wrote: > On Thu, Feb 18, 2016 at 11:37 PM, Mike Erwin > wrote: >> For 2.77 what is left to fix? If it's a small

Re: [Bf-committers] New glLineWidth Policy

2016-02-18 Thread Brecht Van Lommel
On Thu, Feb 18, 2016 at 11:37 PM, Mike Erwin wrote: > For 2.77 what is left to fix? If it's a small set I say fix those and keep > the change. (but of course I would say that) It gets us closer to clean GL > usage. But it also breaks addon backwards compatibility,

[Bf-committers] Blender Mantaflow integration

2016-02-18 Thread David Ullmann
Hi everyone! My name is David and first of all thank you Sebastián for your work on the Mantaflow integration! I'm really looking forward to having its features available in blender. I'm just coding for fun in my spare time (I'm an orthopedic surgeon), so when I was looking for a new project to

Re: [Bf-committers] New glLineWidth Policy

2016-02-18 Thread Mike Erwin
For 2.77 what is left to fix? If it's a small set I say fix those and keep the change. (but of course I would say that) It gets us closer to clean GL usage. I agree that plenty of state should have a default value. Blending (disabled), line smooth (disabled), line stipple (disabled) etc. And

Re: [Bf-committers] New glLineWidth Policy

2016-02-18 Thread Brecht Van Lommel
I replied to the commit, but basically my opinion is that if we can't be reasonably sure that we can fix all issues before 2.77, then we should just revert these commits now. I think explicitly specifying the line width is fine, but then let's design a line drawing API such that you can't

Re: [Bf-committers] New glLineWidth Policy

2016-02-18 Thread Campbell Barton
Hi, think its OK to keep this policy change. Even though its been a bit of a hassle to clear up all the line-width's the past few weeks. Before this - we would run into occasional bugs where the state wasn't properly reset. Finding out which function left the state unset could be quite involved

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread Yury Baranov
Actually, there is MultiEdit addon for that. Check it out. You can participate in development if you want. http://www.blenderartists.org/forum/showthread.php?339369-MultiEdit-version-5-Multiple-Objects-Editing 2016-02-18 22:15 GMT+03:00 Doeke Wartena : > > > > I think

Re: [Bf-committers] New glLineWidth Policy

2016-02-18 Thread Mike Erwin
Hey Julian, thanks for bringing this up for discussion. The intentions of that recent change were twofold, and you summed up the difference between the new and old policy perfectly. First intention was to reduce GL state changes -- which you say might not be reduced. And more importantly to make

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread Doeke Wartena
> > I think blender could definitely benefit from allowing multiple objects > in edit mode, but it should only > work on selected objects, not on the whole scene. true 2016-02-18 20:04 GMT+01:00 Jeffrey : > I have experience modeling in Maya as well as blender, and

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread Jeffrey
I have experience modeling in Maya as well as blender, and I prefer the blender way because of Maya's obnoxious automatic mode switching when you accidentally select another object. I think blender could definitely benefit from allowing multiple objects in edit mode, but it should only work on

Re: [Bf-committers] Some Guidance

2016-02-18 Thread Campbell Barton
On Fri, Feb 19, 2016 at 3:28 AM, Kévin Dietrich wrote: > Le 2016-02-18 16:54, Piotr Arlukowicz a écrit : > >> Thanks John >> I've read this carefully and it's a good start. However, suddenly, when you >> see sources, you get lost. So somewhere there should be a tutorial

[Bf-committers] New glLineWidth Policy

2016-02-18 Thread Julian Eisel
Hey there, We talked about this in IRC before, but I'd like to get a final conclusion on this topic and give other devs the chance to raise their voice. In a recent commit [1] we changed our policy for glLineWidth calls. Previously, convention was to always reset to default (1.0) after drawing

Re: [Bf-committers] Some Guidance

2016-02-18 Thread Ounan Ding
Hello, I am not a real Blender developer(since I have not contributed bug fixes), but I think maybe I can share some ideas with you as also a beginner. * Do not just read the source. Trace it. The source code contains only the static information. You need to trace the function call and

[Bf-committers] Blender 2.77 Testbuild2 AHOY

2016-02-18 Thread Sergey Sharybin
Hi, We still do have some know issues to be solved before Release Candidate, but we can totally do testbuild2 tonight. Information for platform maintainers: - Build from master branch, SHA da81227e54e23d1f7e6c0c55c2ff939db2ee30a6 - Use latest locales and addons revisions for this build

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread Doeke Wartena
> > It is actually something that is better in Blender, to only be editing one > object at a time, as it can cause errors in other programs where multiple > objects are selected. ... ...you can just join them together but pressing > Ctrl J. I never had a error with Softimage when editing

Re: [Bf-committers] Some Guidance

2016-02-18 Thread Piotr Arlukowicz
Hey, I looked for this for ages! Thank you! :) pio ​Piotr ​ Arlukowicz, BFCT​ ​*YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz * *Polski Kurs

Re: [Bf-committers] Some Guidance

2016-02-18 Thread Kévin Dietrich
Le 2016-02-18 16:54, Piotr Arlukowicz a écrit : > Thanks John > I've read this carefully and it's a good start. However, suddenly, when you > see sources, you get lost. So somewhere there should be a tutorial > explaining for what are those all directories, and what's the difference > between

Re: [Bf-committers] Some Guidance

2016-02-18 Thread John James
My point was mainly to reply to that thread where Campbell specifically asks for just that - what do you (as a new developer) need to know, what have you stumbled upon and so on. 2016-02-18 17:54 GMT+02:00 Piotr Arlukowicz : > Thanks John > I've read this carefully

Re: [Bf-committers] Some Guidance

2016-02-18 Thread Piotr Arlukowicz
Thanks John I've read this carefully and it's a good start. However, suddenly, when you see sources, you get lost. So somewhere there should be a tutorial explaining for what are those all directories, and what's the difference between blenkernel and intern, for example. And what they are for, in

Re: [Bf-committers] Some Guidance

2016-02-18 Thread John James
Probably look at a recent thread [Bf-committers] General advice for new developers (wiki page, feedback welcome) where Campbell mentioned http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Advice 2016-02-18 17:36 GMT+02:00 Piotr Arlukowicz : > I second this.

Re: [Bf-committers] Some Guidance

2016-02-18 Thread Piotr Arlukowicz
I second this. There is a really high entry point to start even with something rather small. A typical 'workflow' document showing each step would be great, and also, even more important - how the internal stucture of Blender code is organized and what is for what... Thank you devs for all your

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread David Fenner
I don't wan't to be rude, but saying that it's not necessary is clearly a lack of production experience with blender AND other software. It is absolutely necessary if blender wants to be on par or better with other software. You see, ptex isn't necessary because you have UVs, ik's aren't necessary

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread Xavier Thomas
Hi, I also sometimes wish we could edit multiple objects. Sometimes the extra work (joining than separating) sometimes is OK but sometimes it can be frustrating for example when rebuilding a complex modifier stack. In some case I can workaround the issue by using instancing actually. I join the

[Bf-committers] Some Guidance

2016-02-18 Thread Bailey Pumfleet
Hello All, I really hate to sound like an idiot that does not know what he is doing, but I would appreciate, as I am new to the Blender development thing, some guidance of how to get started with becoming a fully fledged Blender developer. I have read the wiki and I'm afraid it doesn't really

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread Daniel Salazar - patazstudio.com
It has nothing to do with instancing. Its about sculpting/editing a compound shape without having to join it. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread Piotr Arlukowicz
"Editing of multiple objects" It's not that simple and imho it's not necessary. Of course we have a little bit more clicking, but who cares in Blender. But think about shapekeys, UVmaps, vertex data, groups, materials, and a lot of different stuff! Object separation and edit mode are very good

[Bf-committers] Developer "thrice-monthly" meeting notes - 18 February 2015

2016-02-18 Thread Ton Roosendaal
Hi all, Here are the notes of the 10 AM Amsterdam meeting in irc.freenode.net #blendercoders. Next meeting is Sunday 27th, 10 AM Sydney (Saturday 26th, 23h UTC 15h L.A.). 1) Upcoming 2.77 release - Today a second test build will be made available. Download it here: