" (tm).
>
> On Sat, Oct 2, 2021 at 11:58 AM Howard Trickey
> wrote:
>
>> Danny,
>>
>> I am running Ubuntu, version 20.04.02 LTS.
>> I'm not sure how to update the ca-certificates. I tried:
>>
>> sudo update-ca-certificates
>>
>&g
o add some particular certificate to
/etc/ca-certificates.conf ?
On Sat, Oct 2, 2021 at 11:19 AM Danny McGrath wrote:
> Hi Howard,
>
> I got the same on Ubuntu until I updated the ca-certificates to the latest
> version.
>
> Does this also work for you?
>
> On Sat, Oct 2, 202
I am getting this error on my Linux:
$ git submodule foreach git pull
Entering 'release/datafiles/locale'
fatal: unable to access 'https://git.blender.org/blender-translations.git/':
server certificate verification failed. CAfile: none CRLfile: none
fatal: run_command returned non-zero status for
Sorry for the last message, I see the original mail answered it.
On Wed, Aug 4, 2021 at 10:25 AM Howard Trickey
wrote:
> What about experimental builds? It still seems useful to deliver builds
> even when some unit tests fail because they may be in an area that is
> unrelated to the a
What about experimental builds? It still seems useful to deliver builds
even when some unit tests fail because they may be in an area that is
unrelated to the area where the experimental build is meant to be exercised.
On Wed, Aug 4, 2021 at 9:33 AM James Monteath via Bf-committers <
bf-committer
Speaking of that error -- submodules changed by mistake -- what is the best
practice to avoid that? My GSoC mentee was asking about that, and I told him
what I do, but it seems clunky and there is probably a better way.
What I do:
1) make sure I've used "make update" or something similar to ensure
Just as an aside on this general topic: I wrote PDF-reading code in Python
for the SVG/AI/PDF addon that is in community addons. It doesn't handle all
of PDF though, just the things that are useful for converting to Mesh.
On Mon, Dec 14, 2020 at 10:21 AM Antonio Vazquez via Bf-committers <
bf-com
How far back in versions do you expect people to check?
I imagine sometimes, even often, the answer is "never". E.g., some new code
has been added and a user has run into a case where that new code crashes.
Maybe an exception should be made for crashes?
On Thu, Mar 12, 2020 at 6:43 AM Sybren A.
There's been a lot of complaining about edit mode performance in 2.8, and
some
amount of complaints (but not as much) about edit mode memory footprint.
Some of the complaints seem specifically about what happens with modifiers,
especially subdivision, but some seem to feel it is not just limited to
I intend to keep working on a Boolean redesign, for which I just made a
design task,
https://developer.blender.org/T67744 and added it to the Modeling Module
list,
https://developer.blender.org/T63731
(Hope that's OK; haven't had a chance to discuss this with other Modeling
Module owners yet.)
I
I was wondering: with the Epic grant, which Ton says, in part, will help
onboarding new developers: if the development fund gets to be big enough to
allow it, what about hiring a full-time technical writer to make really
great developer documentation?
I think a possible dream project would be a bo
Hi Nathan,
>From my point of view, I am pretty happy with what and how I do things in
order to work in my small area of Blender.
One thing I notice about myself, and I think to some extent the larger team
too, is that much of what we do is driven by who happens to get our
attention most recently
Happens for me too. git pull from origin/master of blender repository
On Sat, Feb 2, 2019 at 12:14 PM Sergey Sharybin
wrote:
> Hi,
>
> > util.mkdir(p, 0750)
>
> AFAIK, this should be 0o750 for Python3. The code seems to be from
> gitsosis, which we use from an upstream.
>
> What is more weird i
It appears that close to every page that has a UI component to it will need
changes for 2.8, because of changes in shortcuts, menu paths, and shelves
where things live. This is a massive amount of work and mostly pretty
mechanical (though not particularly easy to automate). Is someone working
on al
ard/
> organization/4824370443190272/proposal/4585028554588160/>.
> Mentors: Howard Trickey, Bastien Montagne" team as an artist to talk about
> this project with them. How do I do it?
> Thanks.
>
> On Mon, Apr 30, 2018 at 7:32 PM, Ton Roosendaal wrote:
>
> > Hi e
Thanks Kai.
I am actively working on trying to improve the Bmesh booelans. This is
useful input.
- Howard Trickey
On Wed, Apr 18, 2018 at 12:38 PM Kai Kostack wrote:
> Dear Blender devs,
>
> After the removal of Carve for booleans, which is an important part of the
> Fracture Mod
This one is pretty interesting to me, Philip, and I could be a possible
mentor. I left some comments on the doc.
On Fri, Mar 16, 2018 at 7:10 AM Philip Holzmann wrote:
> Hello!
>
> Since there seems to be a lot of interest in the Import/Export project,
> I started to look for another possible pr
On Fri, Mar 2, 2018 at 8:47 AM Ćukasz Hryniuk wrote:
> Hi,
>
> I'm messing for a while with Blender sources, getting familiar with the
> code and trying to find an area I could be the most effective during the
> GSoC. I'd like to ask about the "Tests for Regressions" idea:
>
>
> 1. There are a li
Is there a poster that advertises for students for GSoC for Blender
specifically? We could all try to use our contacts in our own local
universities to try to get them posted and/or talk to / recommend students
themselves. It would be nice to have a poster to explain what it is / what
our project
Is the person who committed a change to master also expected to do the
merge of those changes to blender2.8, or do the "several times a day"
merges naturally pick up all changes committed to master recently?
On Wed, Jan 31, 2018 at 7:02 AM Bastien Montagne
wrote:
> Hi Gaia,
>
> You should just c
See the "where does Blender start" answer here:
https://wiki.blender.org/index.php/Dev:Doc/FAQ
On Thu, Aug 17, 2017 at 4:27 PM Ivam Pretti wrote:
> Could you give an adivce about where is the main funcion of blender's
> source code? I cant find not even a .cpp file.
> ___
What a great day for Blender!
On Thu, Feb 23, 2017 at 3:09 PM Jacob Merrill
wrote:
> I think the blender cloud, blender verse, and online asset servers (pay)
> and (free) could finish this out.
>
> Blender verse could launch into guided tutorials online or locally *
>
> The best way to learn
I agree with pretty much everything Sergey says. Where I work there is a
coding style guide that restricts usage of some C++ languages features.
As its preamble states, "As every C++ programmer knows, the language
has many powerful features, but this power brings with it complexity,
which in turn c
Just echoing everyone else. Campbell, you have been a great mentor for me
as I started making some changes to the modeling module. Good luck in
whatever you do in your well deserved "time away". (Hope that phrase is as
hopeful for a "return" as it implies.)
On Mon, Aug 1, 2016 at 9:17 AM Bastien
Bastien, was your BMesh custom normal addition committed? I can't seem to
find it.
On Tue, Jun 7, 2016 at 4:31 PM Howard Trickey
wrote:
> Wonderful! Thanks for the very quick work, Bastien.
>
> On Tue, Jun 7, 2016, 4:17 PM Bastien Montagne
> wrote:
>
>> Hi devs,
&g
Wonderful! Thanks for the very quick work, Bastien.
On Tue, Jun 7, 2016, 4:17 PM Bastien Montagne wrote:
> Hi devs,
>
> Today Howard requested the ability to set custom normals in BMesh (Edit
> mode tools). While we are far from ready to have a real normal editing
> feature/mode/whatever in Edit
I am curious what you mean by "help avoiding cracks there". I interpret
"crack" as disconnected geometry that lets air show through, but you must
mean something else here.
I have been contemplating more general profiles for bevel, but am unlikely
to get to it any time soon. I'm happy to collabor
I just wish whatever we had were as easy to write documentation *with
diagrams* in as, say, Google Docs. (I know, Google Docs doesn't have a
linking structure that would make it suitable for what we are talking about
here, but it does have reasonable diagramming and image insertion tools.) I
found
Look in blender/source/blender/editor/curves (e.g.,
add_primitive_bezier_exec (in editcurve_add.c)
and in blender/source/blender/blenkernel/intern/curve.c (e.g.,
BKE_curve_add).
On Wed, Dec 2, 2015 at 6:30 PM David Lewis wrote:
> Thinking about adding another curve tool.
> Anyone know where to f
> the issue isn't about Ubuntu 14.10 specifically, its mainly that
> someone can have a year-old installation which wouldn't be able to
> build Blender (without manually getting CMake at least).
>
>
I was in the situation (Ubuntu with 2.8 CMake); it only took a few minutes
to download the latest CM
Hi Duarte,
I am interested in working on this, but I am only very-part-time, so
progress would be slow; maybe your "funding" proposal can snag a more
full-time person, but until then I can see what I can do (after finishing
my current project, which will probably take another month or so). I
woul
Needs an #ifdef DEBUG / #endif around that BLI_assert statement.
On Sun, Aug 2, 2015 at 7:04 AM Jasper van Nieuwenhuizen <
jaspervannieuwenhui...@gmail.com> wrote:
> Hi all,
>
> I was very eager to try out the new node alignment feature by Julian Eisel.
> But when I try to compile I get the follo
Campbell,
I think you have done a great job answering these questions so far, and see
nothing to object to so far. Thank you for doing this. It didn't sound
like you were asking for help answering the questions, just some +1s to
your answers? If so, +1!
Since this is the developer's list, I'll
Looks good.
I'm not sure "Workflow shader" is the best name; I was confused about what
this was going to be about until I read a quarter of the way down to your
example of a weight-painting "workflow". To me, workflow has a connotation
of data flowing from one task to another (this comes from outsi
As one of the non-core developers, I'd just like to lend a supportive note
to this idea.
Who knows how many potential developers have been turned away because they
failed at the very first step and either didn't know where to turn for
help, or couldn't
be bothered because of the initial sour taste
It appears that arguments will continue over the best way to make
a system whereby contributions can automatically be deduced,
and in all likelihood, such automatic extraction will never be 100% correct.
It feels like there are two desires from developers for such a credits page:
1) some acknowled
Some introductory FAQ material is here:
http://wiki.blender.org/index.php/Dev:Doc/FAQ#Source_Code_FAQ
As it says there, reading all of the docs on
http://wiki.blender.org/index.php/Dev:Source/Architecture
is useful, though hard-going and somewhat out of date.
It's probably best to start on just a
I would be happy to join a testing team.
- Howard
On Wed, Mar 26, 2014 at 3:41 PM, Patrice Gmail <
patrice.bertrand...@gmail.com> wrote:
>
> > Anyone interested in being apart of this?
> Yes, I would be happy to help.
>
> I do agree with your approach of starting with a limited scope, making
>
I agree with the sentiments about the value of automated tests.
I see the value every day in my day job.
Blender has some automated tests, in spite of what that wiki link says.
See source/tests in the source tree, and the test target in the builds.
Unfortunately, these cover only a small part of
I wrote most of a patch to have Blender export .obj files using C code
inside Blender. It saved a lot of time when exporting big files. But I got
bogged down in getting all the texture outputs, etc., right. If someone is
interested in trying to finish it, I could send the patch I had so far.
- H
I wish all proposals had this amount of thought and detail in them. Nice
job on the writeup!
I am not well--versed in this area of Blender, but to put in my outsider
opinion, I like this proposal.
On Thu, Mar 6, 2014 at 12:55 PM, Grigory Revzin wrote:
> Hi all.
>
> It was suggested on the dev
I like your videos and think they would help people understand the features
of the new release as a supplement to the release log, and support linking
to them off of that page.
On Sun, Feb 23, 2014 at 1:20 PM, Thomas Beck wrote:
> Hi friends,
>
> In short
> --
> Today I'd li
I know, very long past when I promised, but there is finally a 'Percentage'
option for bevel widths, so the tutorial should be doable again now, I
think.
On Tue, May 28, 2013 at 1:40 AM, Knapp wrote:
> On Tue, May 28, 2013 at 12:40 AM, Howard Trickey
> wrote:
> > Th
On Wed, Nov 27, 2013 at 12:40 PM, Brecht Van Lommel <
brechtvanlom...@pandora.be> wrote:
> On Wed, Nov 27, 2013 at 5:02 PM, Gaia
> wrote:
> > On 27.11.2013 15:55, Brecht Van Lommel wrote:
> >> On Wed, Nov 27, 2013 at 1:50 PM, Gaia
> wrote:
> >>> --
On Thu, Nov 14, 2013 at 9:34 AM, Jonas Wielicki wrote:
> On 14.11.2013 15:29, Howard Trickey wrote:
> > It would be nice if this were printable with some command-line tool or is
> > just printed as part of the output when pushing to the repository.
>
> In git, this is the f
What would be the recommended way of referring to a commit while closing a
bug (where we used to say "fixed in rev r")?
I guess what appears on the splash, but that isn't copyable-to-clipboard
from splash, right?
It would be nice if this were printable with some command-line tool or is
just
I would like an invite for Coverity, please.
Thanks,
Howard
On Tue, Jul 30, 2013 at 4:38 AM, Campbell Barton wrote:
> Recently we've started using our Coverity account again and I've been
> uploading builds once every few days
>
> If any developers want invites, let me know and I'll add you to
I am the bevel dev in question. I didn't know about bf-funboard.
Was the problem discussed there?
I am subscribed to it now.
I will get to your requested bevel fix before next year, hopefully
for the next release.
On Tue, Jun 11, 2013 at 6:05 PM, Knapp wrote:
> On Tue, Jun 11, 2013 at 11:26 P
On Sat, Jun 8, 2013 at 7:00 AM, JF Gallant wrote:
> I have downloaded MSVC 2008 Express ( Microsoft visual C++ 2008 Express)
> during the night and now it's installed. The blender.exe I generated from
> the build still not working. If I run it in BDG I get the following message
> (the same then
On Sat, Jun 8, 2013 at 6:33 AM, JF Gallant wrote:
> So It's start to be a bit complicated for me. I think I really need MSVC
> 2008 just for running Blender in debug mode correctly.
>
I think you'll find it relatively straightforward if you do it that way, as
I think that's what the majority of
At any rate, your readable stack trace only reinforces the point you made
in your request: that it isn't useful without debug symbols. Even with
debug symbols, it is not clear that it would help much in finding your
problem, but it may. Maybe someone here has a debug windows build that
they can p
fter the
> bevelling. I've seen so much amazing work at preserving UVs on modeling
> tools/ modifiers, that it would be fantastic if Bevel could do this
> also.
>
> On Mon, 2013-05-27 at 18:40 -0400, Howard Trickey wrote:
> > The pre-2.65 bevel had a confusing mixture of op
The pre-2.65 bevel had a confusing mixture of options, and most users
complained that they couldn't get even-looking bevels when beveling
multiple edges. Bevel was completely rewritten in a way that made even
bevels much more likely. This was documented in the 2.65 release notes:
http://wiki.blend
I look at how using something like Google Docs has made a huge difference
both in how I do work at work, and also how students in schools do group
projects. I think it was hard to predict how much easier this make things
versus
the days when people mailed Word documents around to each other.
Yes,
The problem Prashant brings up could also be addressed by better guides to
new developers about where and how to change code to do certain common
tasks.
Some of us have written FAQ answers along these lines at
http://wiki.blender.org/index.php/Dev:Doc/FAQ. Maybe we can all make an
effort to add t
I'd like to propose adding
53066 howardt (fix knife cut-through bug)
Not sure when this worked, but it might have been a regression.
On Sun, Dec 16, 2012 at 10:59 AM, Thomas Dinges wrote:
> Hi,
> I'd propose to add to the list:
>
> 53005 blendix (OSL UI Tweak)
>
> Regards,
> Thomas
>
>
> Am 1
Need some ascii art in your comments?
Someone just pointed me at http://www.asciiflow.com/#Draw
which is pretty awesome.
- Howard
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On Thu, Oct 25, 2012 at 2:49 PM, Dalai Felinto wrote:
> Hi Scotts,,
>
> >> My partner and I are in a data structures
> >> course, and for our final project we are supposed to work with a open
> >> source project and try to implement or improve data structures for that
> >> project.
>
> I know a f
## Sushi Branch ##
>
> * Precision Modeling tools: assuming Martin will review, if not Campbell
> can.
> * Mesh Smoothing: assuming Daniel will review, Brecht can review as well.
>
Sushi Branch also has Bevel and Bridge, which I mentored. Bridge needs
reconciling with recent work by Campbell, an
I too recently felt the need for more numerical stuff in the py api.
In particular, I would have liked a Singular Value Decomposition
for a best-fit-points-to-plane function. numpy has such a thing
but no doubt the existing C/C++ source has it somewhere, maybe
multiple times, already.
- Howard
__
On Sat, Mar 17, 2012 at 1:10 AM, Campbell Barton wrote:
> On Sat, Mar 17, 2012 at 2:09 PM, Nicholas Bishop
> wrote:
> > A couple of BMesh questions I could use some guidance on:
> >
> > 1. Is it safe to hang on to element pointers after running an
> > operator? E.g. if I have a BMFace pointer, th
A patch to visualize the indices of edges, vertices, faces (in --debug
mode):
http://projects.blender.org/tracker/index.php?func=detail&aid=29673&group_id=9&atid=127
Could someone please look at this patch? I wanted to commit a similar
patch to the bmesh branch, but Campbell suggested I submit an
Sounds great. I think we should move everything in the user-visible part of
the bmesh todos into this tracker.
On Wed, Aug 31, 2011 at 7:07 AM, Campbell Barton wrote:
> On Wed, Aug 31, 2011 at 9:06 PM, Campbell Barton
> wrote:
> > On Tue, Aug 30, 2011 at 9:00 PM, Howard Tricke
Great plan, Campbell, let's do it!
On Mon, Aug 29, 2011 at 11:19 PM, Campbell Barton wrote:
> Hi, heres my proposal on merging bmesh with trunk.
>
> http://wiki.blender.org/index.php/User:Ideasman42/BMeshMergeProposal
>
> I'd appreciate it if Geoffrey Bantle, Joseph
I just worry this
> commit looses valuable info we'll need when adding back functionality.
>
>
> On Fri, Aug 26, 2011 at 2:47 AM, Howard Trickey
> wrote:
> > Revision: 39697
> >
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=3
Thanks so much for this. I am going to look at it now.
- Howard
On Sat, Aug 27, 2011 at 12:32 PM, Andrew Wiggin wrote:
> Done:
>
> http://projects.blender.org/tracker/index.php?func=detail&aid=28384&group_id=9&atid=127
> Patch #28384
>
> On Sat, Aug 27, 2011 at 9:12 AM, Tom M wrote:
>
> > Hi,
ssolving two crossing edges out of 4 at a vertex leaves the
vertex - which may seem invisible to artist if the edges left are collinear.
Maybe fix?
* (Maybe) make face with two vertices selected on a face should cut like Y
* New UV Maps are called "Face Texture". This is not what they are..
Bmesh devs:
I'm investigating the crash on deleting an edge from
http://www.pasteall.org/blend/8389
I believe the problem is that the CCGSubSurf data in the derived mesh for
the modifier is not being properly updated after a geometry change to the
base mesh in edit mode. By the way, this is also
[It was suggested in #blendercoders that this list could sustain some bmesh
discussion. Here is a question I had this morning.]
There's a bug report that selecting two connected edges and an isolated
vertex and hitting F makes a tri, not a quad. Here's a sample blend:
http://www.pasteall.org/ble
Is it appropriate to send bmesh branch patches here, so that someone might
review and commit them?
I have two right now:
1) fix spin and screw tools
https://docs.google.com/leaf?id=0B0-GtoIQcoNKMjlmNzQ2OTctNDQxYy00ZmI1LWIxMjQtMGUwMjAwMTNlZGUx&hl=en_US
(also includes a fix to extrude that has alre
In fact I've been reading the bmesh knife code recently, on my project to
help close out the bmesh TODOs, and the code right now there may be doing
some closer to what you want: hitting k takes you into a modal mode where
successive left clicks make connected cuts; hitting e ends a cut and lets
you
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