I don't use any MS viruses called Windoze but I wonder is it wise to drop
support for virus called XP that is still having about 30% market coverage?
A lot of miss leaded folks are still hooked on that OS?
http://en.wikipedia.org/wiki/Usage_share_of_operating_systems
On 15 December 2013 16:35, T
Hi to all.
I know, I know, ATI sucks generally but is there any work around this
problem on Linux with their OpenSource drivers? Should I send a bug
report?
I have laptop with AMD Radeon 4500 and I'm on Linux Mint 17.1 Rebecca,
based on Ubuntu 14.04. Yeah, I would use proprietary drivers but
supp
My biggest apologies for bothering developers with this issue. Won't
happen again.
On 8 February 2015 at 22:36, Antony Riakiotakis wrote:
> If you can't see this in other systems/GPUs with the same version of
> blender then it's likely that it's a driver issue. Not seeing the
> issue in 2.72 is a
Hi all,
I think that many translators are having the same problem: English
language is contextual and it has countless number of terms that are
having completely different meaning in different contexts. Because of
that, It's very hard to translate many Blender terms to my language
(Croatian) if on
I don't see my name listed there :(
On 3 October 2012 18:02, Remigiusz Fiedler wrote:
> ok, here it is:
> User Id 30897 on projects.blender.org
> Login name vencax
> Real name Vaclav Klecanda
>
> rev.2292 on 2011.11.02 "DXF-exporter script - initial files submitted
> by Vaclav
Completely the same error here after a clean build. For some reason
CTR_TaggedIndex.h is missing...
On 22 October 2012 04:55, James Wrigley wrote:
> I deleted the cache and rebuilt blender, which compiled fine. Then I
> did a svn up and recompiled, and now I'm getting another build error
> :( I'
Would it be possible to create some overloaded ui_def_but, uiDefBut
etc. so they include that forgotten parameter named for eg. "float
dfault"? Instead of creating hundreds of constants, in time all old
buttons would be changed and new would be created with that new
overloaded version. For eg:
ins
This is gread script, I like it. Thanks guys!
On 21 January 2013 21:16, Sean Olson wrote:
> This does not seem far out of context in the world of Blender User
> Interaction. The rip key (V) also takes into account mouse hover position.
> Once you know how it works, it works well. I think the
By reading some great proposals I conclude that Blender should have a minim
requirement:
1. Quad Core
2. OpenGL 4.3 (pref mid to high nvdia quadro)
3. 8-16 GB memory
4
And beside that maybe Blender should go in direction of Gnome 3, Unity and
Win8, and start hiding options from users. Who nee
I agree with Gaia, Blender lacks in visual feedback in some areas, this is
one of them.
On 14 February 2013 09:59, Gaia wrote:
> Hi, Campbell;
>
> So i have to ask back: Where would it be bad to get a visual
> information about unreferenced vs. referenced verts using
> the black/blue color code
My advance apologies for this... After a few days of painful experience I
would strongly recommend dropping of Win8 support.
On 17 May 2013 17:26, Daniel Genrich wrote:
> +1 for that.
>
> Dropping Win XP would be too soon since many people from south america
> and africa are still using Win XP.
All is getting to complicated to fast...
On 7 March 2011 14:16, rsaave...@ono.com wrote:
> Hi,
> I compile blender once o twice a week, but today I got this
> error:
>
> #error "Python versions below 3.1 are not supported anymore,
> you'll need to update your python."
>
> That keep me wondering
Well, my x64 Windows build (Cmake+MSVC) compiles but it's not
installed correctly. blender.exe, makesdna.exe and makesrna.exe (with
some vc files) everything else is missing.
On 8 March 2011 10:02, Campbell Barton wrote:
> On Mon, Mar 7, 2011 at 8:46 PM, Richard Shaw wrote:
>> On Mon, Mar 7, 201
et needs to be checked though you might not
> want to always be removing python + scripts an re-copying & unzipping
> for every build,
> for more info see:
> http://www.mail-archive.com/cmake@cmake.org/msg17035.html
>
> On Tue, Mar 8, 2011 at 10:13 PM, Damir Prebeg wrote:
>&g
If you are not careful, you will broke your system for sure, trust me.
Procedure will replace default Python 2.6.5 witch will broke many
dependencies (in my case 106 packages). But I have managed to fix
broken deps by downgrading newly installed package (forcing version)
back to default 2.6.5.
I also find this automatic material creation very annoying. Thumbs up
for empty slot or link to existing mat.
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2.47 :-)
On 3 April 2011 20:22, Ton Roosendaal wrote:
> Hi all,
>
> There's two add-ons candidate to be included for 2.47 (bevel,
> looptools).
> Campbell would check on it, if that fits well we better have it in RC2
> though. Will wait for his advice before calling the next build.
>
> -Ton-
>
>
Well, I'm not a programmer so I don't know how hard would that be for
implement, but I think that some kind of hair density option instead
of current overall amount of particles would be much better option for
hair system. For instance Number of hairs per square BU or something
like that. That way
Yeah, we demand that you evil developers tell us that. Why, oh Good, why :(
(Just joking Gala, I also miss that ordinary Ctrl+Y)
On 14 April 2011 08:54, Jass wrote:
> Hi, all.
>
> Is there a good reason why the redo keyboard shortcut
> has been changed from "CTRL y" to "CTRL SHIFT z" ?
>
> cheers
How did you tested?
Try CTRL+ALT+W, you'll get second Blender window. Move a cube in one
window and switch to another and you'll see that Cube is moved. Create
new scene in that second window, add some objects. You should have
option to select that new scene in first window.
On 15 April 2011 12:2
> It works for me too, although if I have active cameras in both scenes it
> only will render one of them.
> Davis
>
>
> On Fri, Apr 15, 2011 at 2:04 PM, Damir Prebeg wrote:
>
>> How did you tested?
>> Try CTRL+ALT+W, you'll get second Blender window. Move a cube
I use numeric keys a lot, but on my locale settings num key DEL is
coma not dot. Because of that I often make mistakes with numeric
inputs. I think that all numeric fields should accept and convert coma
to dot.
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I've seen numbers setup like 1000.00 / 1'000.00 / 1,000.00
>>> / 1'000,00 ->
>>> simply accepting "." and "," will not solve this issues,
>>> the "parser"
>>> needs to be locale aware instead of just replacing
>>> things
This is again question of locale problems in blender and again you are
looking on this only from one point of view - as users of standard US
keyboard layout. I use keyboard that has Z in place of Y and Y in
place of Z. While hitting Ctrl+Z is easy, hitting Ctrl+Shift+Z i quite
tedious to reach with
Again, as I've said, CTRL+SHIFT+Z is perfect for standard US keyboard
users. For the rest of us (or at least users of QWERTZ) it's not. But
according your responses I see that we'll have to change that
individually.
P.S.
I don't think that Adobe is an example of standardisation. Although it
uses
nflict with units is input from multiple units system is
> possible, so you can type in 10cm even if Imperial units are selected.
> Or 10' when Metric is used.
>
> On Sat, Apr 16, 2011 at 10:24 PM, Damir Prebeg
> wrote:
>> Well, I know that Python interprets 1, 2 as (1,
Blender is designed exclusively for US keyboard? Does that mean that
Blender will never support non English diacritic sings as ČĆŽŠĐ?
On 17 April 2011 10:32, Matt Ebb wrote:
> On Sun, Apr 17, 2011 at 5:37 PM, Damir Prebeg wrote:
>> Again, as I've said, CTRL+SHIFT+Z is perfect f
hat it is. Of course there are now
> customisable shortcuts so you can make whatever presets you like for
> whatever keyboard layout you have.
>
>
> Matt
>
> On Sun, Apr 17, 2011 at 7:01 PM, Damir Prebeg wrote:
>> Blender is designed exclusively for US keyboard? Does
Oh, I've forgot one thing to mention: Key 0 that resets numeric field
to default. I think that key should also be configurable, not hard
coded to 0.
On 17 April 2011 11:53, Damir Prebeg wrote:
> Thanks. Actually, my friend has already started to work on some theme
> modifications so I
Beside selection of metric and imperial system, I would like to be
able to select "working" unit. For metric that would be [mm, cm, m,
km], for imperial [in, ft, yd, mi]. And when one unit is selected,
that unit is default in all numeric fields for length.
Example: If I select metric system with cm
I'm talking about this for long time now but I always get this
beautiful answer: We don't need that because we have fly mode. And if
we really want to align camera to view, we have Ctrl+0. If you really
need that (although we don't know why would you need such a thing),
Blender is opensource so mak
That missing mmb Zoom in cam view is in todo list afaik.
On 25 April 2011 09:50, Jarred de Beer wrote:
> +1 this side,
>
> While on the topic of camera view navigation, if i may just add something
> slightly related: not being able to zoom with ctrl+mmb while in camera view
> catches me out a lot
I like Python and I like ability to edit Python scripts in Blender
with built-in text editor. But in current state I find that editor
quite impractical for anything more than text entering and simple
debugging tasks.
1. Why in the world do we need undo for cursor movements? I mean, I
change someth
How bout a pin icon in one corner of camera view so when activated,
cam view (or any object view) would act as regular view?
And ALT could be a shortcut key that would temporary glue cam to the
view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward
or backward and SHIFT+ALT+MMB woul
oo hard and hotkey oriented, lots of local rotations and
> grabs without the widgets there to help. I wonder if we could design a
> set of in camera view widgets?
>
> Daniel Salazar
> 3Developer.com
>
>
>
> On Tue, Apr 26, 2011 at 11:59 PM, Damir Prebeg
> wrote:
>> H
Why we can't load textures in UV editor? I mean, we can load external
files or generated images, but we can't load textures with transforms
applied. Example: I load tileable roof image but I have to scale it
down. Then I have to tweak position (or even rotation) of some UV
island but I can't see wh
This feature is great but without ability to orbit camera without
leaving camera view it has limited functionality. And no, I don't use
fly mode, because I get airplane sickness.
Let's imagine that real life cameraman has to leave his cam and walk
around some scene to see it from a different angle.
n? :D
On 10 May 2011 23:03, Bassam Kurdali wrote:
> Thanks Campbell! this is really nice !
> On Tue, 2011-05-10 at 08:03 +0200, Damir Prebeg wrote:
>> This feature is great but without ability to orbit camera without
>> leaving camera view it has limited functionality. And no
sor" button,
>
> http://codereview.appspot.com/4528068/
>
> On Wed, Apr 27, 2011 at 6:22 AM, Damir Prebeg wrote:
>> Actually, IMHO Blender has the best 3D view navigation on the market
>> and I simply love it. I realize that and I cry every time when I have
>> to manipulate some othe
Aaa [blender user screams out of happiness]...
Thank you Campbell, this one works without linking problems... and
it's almost what I've had in mind.
But... one question. Why did you decided to link Num keys with camera
alignment? Wouldn't be better and more consistent just to treat Camera
Vie
a good test and see
>> how this feels :D
>>
>> Daniel Salazar
>> 3Developer.com
>>
>>
>>
>> On Sat, May 14, 2011 at 9:50 AM, Damir Prebeg
>> wrote:
>>> Aaa [blender user screams out of happiness]...
>>>
>>> Th
Hi there,
It would be much more useful if we could copy full data path and not
just the last part of it. For instance, If I copy data path of x
render resolution, all I get is "render.resolution_x". And under witch
module or class lives that render? It's like you are giving me a
street name with a
But couldn't be there something like Copy Data Path -> Full | Truncated?
Regarding tooltips, I didn't say that in them should be visible full
path, I'm just saying that under the tooltip is displayed something
completely different then you actually get when you copy data path.
I didn't know any p
rcoders/apilayout.html
When I click on View Docs for resolution_x, I would immediately get
all info about that value: where is located (under
bpy.context.scene.render) and that it's a member of RenderSettings
class.
Am I making any sense?
> On Thu, May 19, 2011 at 4:44 PM, Damir Prebeg w
I would like to see one more button - "Edit Addon" for quicker access
to the addon code (I know, I can always navigate my self through
folders but why not quicken things).
Also, I think that Import-Export category should be divided in two
separated Import and Export categories because the fact that
It fails for me on both systems, make and scons:
Mint Isadora
make log: http://www.pasteall.org/21960/text
scons log: http://www.pasteall.org/21961/text
best regards
Damir
On 27 May 2011 06:49, Sergey I. Sharybin wrote:
> Hi, Peter!
>
> It's cool that you've removed old code, but i'm unable
Hm, build is successful but at runtime I get error "The procedure
entry point RegisterDragDrop could not be located in the dynamic link
library avcodec-52.dll"
On 28 May 2011 02:08, Dalai Felinto wrote:
> Thanks Peter, it all working now (windows 32 and 64).
>
> 2011/5/27 Peter Schlaile
>
>> Hi,
It's fixed, Nazg-gul has already tracked down same error on x86, so it
wasn't a big problem to catch this one on x64.
On 29 May 2011 00:35, Peter Schlaile wrote:
>> Hm, build is successful but at runtime I get error "The procedure
>> entry point RegisterDragDrop could not be located in the dynami
:cry: I don't see my name between patch makers ;-( :cry:
On 21 June 2011 05:11, Tom M wrote:
> Currently attribution is in a link on the download page for each version
>
> http://www.blender.org/development/release-logs/blender-257/contributor-credits/
>
> And in the files that are patched.
>
> L
Here's my build log for release with linker /VERBOSE:LIB option:
http://www.pasteall.org/22692
As you can see for some reason, linker in release build searches for debug libs.
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Nope, it's not fixed for me, i get the same error on both x86 and x64.
On 26 June 2011 10:21, Campbell Barton wrote:
> r37809 fixed the error you reported for 32 bit.
> is your test from after this revision.
>
> On Sun, Jun 26, 2011 at 7:52 AM, Damir Prebeg wrote:
>>
g WITH_IMAGE_OPENEXR, msvc9ex throws this:
>> > http://www.pasteall.org/22709
>> > I have to clear the build directory (then rebuild w/cmake, then rebuild
>> > w/msvc9ex) to make it forget about OpenEXR.
>> >
>> > On Sun, Jun 26, 2011 at 7:26 AM, Damir Pr
cant redo the problem.
>
> On Mon, Jun 27, 2011 at 6:39 AM, Damir Prebeg wrote:
>> Well, cmake is quite messed. On linux I get CMake Error at
>> source/creator/cmake_install.cmake:72 (FILE): file INSTALL cannot
>> find "//python3.2".
>> Call Stack (most recent c
Yes, it's alive :o) Thanks Campbell!!!
On 27 June 2011 12:12, Damir Prebeg wrote:
> Thanks Campbell, this Linux issue is solved. Still have to check how
> Win x64 breathes...
>
> On 27 June 2011 11:38, Campbell Barton wrote:
>> talked to Damir on IRC and removing the p
???
On 21 August 2011 11:10, Fabio Gonzalez wrote:
> Blender incorpore encryption???
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Hi Ton,
I'm Damir Prebeg and my friend Miro Brozovic is invited to conference
and he asked me to check are my patches acceptable for free ticket so
we can travel together. My patches aren't big but I hope they are
useful:
1. Zerokey to Delkey for button reset: http://codereview.a
Well, since we don't need any space between panels, let's go one step
further and let's merge all panels into one big panel. That would be
great.
On 24 October 2011 22:23, Kel M wrote:
> It just looks uncomfortable and inconsistent. They lines should at least be
> made the same color as the panel
s behind panels, but I'm afraid I'm
asking too much.
> On Mon, Oct 24, 2011 at 10:29 PM, Damir Prebeg
> wrote:
>> Well, since we don't need any space between panels, let's go one step
>> further and let's merge all panels into one big panel. That would b
I'm sure that everyone has done this already but no one posted that
here - If you google for OIN, you can find interesting things:
http://www.itworld.com/open-source/117730/lawsuit-raises-questions-about-open-invention-network-linux-foundation
In that article you can find this link:
http://fossp
Yep, my Mobility Radeon HD 4550 is released last year and it was
already obsolete. Crap.
On 7 December 2011 20:04, Brecht Van Lommel wrote:
> Hi,
>
> We probably won't support 1.0. It's a matter of priorities, if we
> design our code such that it works on older hardware, it also makes it
> more c
I agree with everything said. Blender interface currently looks
unfinished and more as a testing field for different 3D tools. Someone
has had nice idea what to do with but it looks like he lost that idea
and now UI floats as unfinished experiment.
big +1.
On 18 January 2012 13:07, mindrones wro
That's originally my patch, and it's easy to change that to some other
key. I suggest X?
On 25 January 2012 10:47, Mikhail Raisler wrote:
>>...I must use redo...
> Undo I mean -_-
>
>
> Regards
> Mikhail Raisler
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> Bf-c
nuary 2012 23:08, Damir Prebeg wrote:
> That's originally my patch, and it's easy to change that to some other
> key. I suggest X?
>
> On 25 January 2012 10:47, Mikhail Raisler wrote:
>>>...I must use redo...
>> Undo
That zero key was replaced 8 months ago with del key and undo bug was
fixed. So yes, currently del key should work on any field.
But problem is that, if you use del key in the node editor, it'll
delete active node. Until that that key becomes customizable, with
this patch I suggest it should be rep
Admit or not, this whole problem wouldn't exist at all If Blender
would be consistent regarding RMB/LMB selection:
Every Beginner(TM) by default will try to select something by clicking
LMB. No matter what you say to him, he will do that intuitively
because every other application he has ever used
act, it's a generic system (hardcoded now) that can be extended freely.
> Could be keymap or python once...
>
> -Ton-
>
>
> Ton Roosendaal Blender Foundation t...@blender.org www.blender.org
> Blender Institute Entrepotdok 57A 1018AD Amsterda
if you want to start a discussion about selection please do it
> in another thread
>
> cheers
>
> Daniel Salazar
> patazstudio.com
>
>
>
> On Wed, Feb 29, 2012 at 12:15 AM, Damir Prebeg
> wrote:
>> Hi Ton,
>>
>> Yes, I know that I can select an
Great, thanks!
On 30 March 2012 18:09, wrote:
> LGTM, committed, I did change the code to use a for() loop rather than
> repeating these lines 8x.
>
> http://codereview.appspot.com/5938049/
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http:
+1 for all of these principles. Especially for the Principle 0.
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I know that our programmers are making great efforts to make our beloved
Blender better but I think that some UI changes and additions are not necessary
a step forward.
1. Translate and Scale buttons under Object Tools panel are impractical and
almost unusable.
Example: When I click on Move but
Hi there. Generally, you can find instructions for all platforms and list of
needed packages here:
http://wiki.blender.org/index.php/Dev:Doc/Building_Blender
Best regards,
Damir
--- On Thu, 11/19/09, Dave Plater wrote:
From: Dave Plater
Subject: [Bf-committers] Is there a list of what bl
ry fast way
to invoke an action. If that menu were hidden behind a complicated shortcut,
that speed would be negated. I have comments on your issues with Windows Start
buttons :)
Cheers,
-William
On 19 Nov, 2009, at 11:09 AM, Damir Prebeg wrote:
> I know that our programmers are making
What matters is that we have concluded and agreed that we disagree :D
And what about menu scrolling? I've suggested that wheel rotation should only
scroll menu content if needed, not used to change selection?
--- On Thu, 11/19/09, Jon Sandström wrote:
From: Jon Sandström
Subject: Re: [Bf-comm
Is it just me or trackball rotation acts differently then in 2.4x? I'm having
difficulties with retaining center of rotation without use of 3D cursor.
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Hi everyone. Since I have decided to stop bitching and start doing something,
for last few days I'm digging thorough panel code (interface_panel.c) but I
can't figure out simple things like what function defines panel dimensions and
gap between two panels. Sorry for this noob question but Is the
I completely agree with GSR, that's exactly what I wanted to say but I
couldn't find correct words: Provide an horizontal engine, that targets fixed
height and variable width panels (in columns steps).
What amuses me is argumentation that horizontal layout is bad since we had to
scroll because
IMHO this debate is pointless. Would it be 2.5 or 2.6 or 3.0 it's completely
irrelevant, new version with whatever number will be a completely new
Blender. "Ordinary" old users will have to re-learn and adopt new UI and
ways things are handled big time. A lot of scrolling (or MM dragging) and
diffe
I have been working on some stuff and I needed several different renders
with different formats and resolutions so I've had to change those settings
in Render buttons for every render or create new scene with different Render
settings. I'm ok with multiple scenes technique but then my brain started
On 16 April 2010 11:17, Brecht Van Lommel wrote:
> For animations where you switch between cameras you want all of them
> to have the same settings, it makes no sense to change resolution in
> the middle of an animation, and keeping all cameras settings in sync
> would be a lot of work. Besides t
On 17 April 2010 08:07, Campbell Barton wrote:
>
> Linked camera data for render settings would be problematic, since you
> may well want to have different lense angle, clip start/end, panorama,
> ortho, dof-object etc.
>
>
But that's exactly why I wish to have ability to change individual camera
Since there's no texture panels in material (or World) buttons anymore,
current texture assignment is anything but logic.
If I want to assign texture to the world, as first step I have to click on
world button, and second on texture button. Then, if I want to assign some
texture to material, I mus
On 26 April 2010 10:34, Colby Klein wrote:
> Is there a particular problem with just making a switch in the texture
> panel itself to go between world and materials?
>
> I think that's better than duplicating anything and it's much less obscure
> than changing based on the previous panel.
>
Hm,
I was to late to see this Knapp response before I've posted my but I agree
with him completely especially with this last two sentences...
On 26 April 2010 12:19, Knapp wrote:
I hate sounding down on a
> great work of programming but like the last few Star Wars movies,
> someone needs to stand up
I've started this topic so It's would be rude from me not to suggest
something. First of all I like Bassam suggestion about nodes, here is my
suggestion how this should look.
http://www.pasteall.org/pic/show.php?id=3202
I think image is pretty much self explanatory but if someone need more
detail
Uhm... Please, can you explain "Hard to tell what's going in and what's
coming out"?
On 10 May 2010 09:45, Luke Frisken wrote:
> Don't you think it's a little hard to tell what's going into the
> material and what's coming out with that suggestion?
MatNode as input. In my suggestion, MatNode (Material in my
image) is output.
On 10 May 2010 11:00, Knapp wrote:
> On Mon, May 10, 2010 at 9:52 AM, Damir Prebeg
> wrote:
> > Uhm... Please, can you explain "Hard to tell what's going in and what's
> > coming out"
It looks that flow in my image wasn't self explanatory so here is modified
one. And this one treats Material as ordinary node that also can be input
one. Flow goes from right to left simply because that looks more logic to
me.
http://www.pasteall.org/pic/show.php?id=3220
__
c with or, more
likely, without mho.
When I grew up and learn how to program in C and C++, I'll do it my self.
On 11 May 2010 21:04, Knapp wrote:
> On Mon, May 10, 2010 at 7:50 PM, Damir Prebeg
> wrote:
> > It looks that flow in my image wasn't self explanatory so here is
&g
Use http://pasteall.org/. There you can post your code, blends and images.
Cheers
On 20 September 2010 22:56, Tevhadij Shwejpoi wrote:
> Dear all,
>
> > sounds good :) looking forward to them.
>
> What would be a good way of making these available?
>
> I made a simple Blender scene of a large pl
Hello all, sorry for bothering you with this but I need some help because
I'm trying to compile 64bit Blender on my Win7 with VC++2008 and Scons and
process fails when it starts to link makesdna.exe with error:
Linking program ==> 'makesdna.exe'
bf_intern_guardedalloc.lib(mmap_win.obj) : error LNK
Well, actually, I'm using VC++ 2008 Express. I have succesfully compiled
64bit and OPENMP with help of CMake and VC++ Ide, but Scons fails and I
can't find what's the problem.
Yes, I've had to cheat scons and tell it tha VC++Express can compile amd64
and I also think that problem lies in mixing 32b
Hi all,
Yes, I use 64bit command prompt and there's nothing special in my
user-config.py (http://www.pasteall.org/15805/python), as you can see it's
just a
copy of the one that you can find here
http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Windows#Configure_Options,
except that I
Hi Nathan,
> Since I'm using VC++ 2008 Express, I've had to add 'amd64' in
> supported_arch
> > list at line 235 in file
> > scons\scons-local-1.2.0.d20090223\SCons\Tool\MSCommon\vs.py
> > (supported_arch=['x86', 'amd64'])
>
> No idea why you have to do this, maybe because you use the express
> ve
gt; Hash: SHA1
>
> On 28.9.2010 15:13, Damir Prebeg wrote:
> > Hi Nathan,
> >
>
> >>
> > Files libfaac-0.dll, libfaad-2.dll, libmp3lame-0.dll, libx264-67.dll and
> > xvidcore.dll are still missing in repositories.
>
> They are not missing; instead, th
Well, I'm not a developer but IMHO if something needs to be changed
(even if it's just for sake of beauty) now is best the time to make all the
changes.
Or maybe it would be better to do this: wait for the final Blender release
and at least 100 working
scripts and then start to change things so n
That sentence is also unclear to me. If I understand it right, that means
that Blender can't have for instance, a legal VRay plugin. That doesn't make
much sense because If any proprietary program can use GPL'd DLL as long as
they provide license and access to the code of that DLL, why GPL program
>
> Only a hobby grade system will attempt to convert for you.
That's assumption or a fact? Please tell me witch 3D editor has something
like Blenders Video Sequence Editor so I can see it and compare them.
I think that there should be an option (maybe in file browser) to adopt
Blender internal
I think that "someone" has forgot to run "add" before "commit" :-)
On 25 October 2010 07:44, wrote:
> It looks like that view3d_fly.c is missing in the last svn update.
>
> jms
>
> Selon Nicholas Bishop :
>
> > Looks like view3d_fly.c wasn't added.
> >
> > -Nicholas
> >
> > On Sun, Oct 24, 2010
I have tried on Windows and Linux and linking (CTRL+L) and duplicating
linked objects (ALT+D) doesn't work for me.
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Ups, correction, it works but there's no immediate visual feedback like it
was before...
On 29 October 2010 06:28, Damir Prebeg wrote:
> I have tried on Windows and Linux and linking (CTRL+L) and duplicating
> linked objects (ALT+D) doesn
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