* added some new variables (mostly the same as with scons):
- USE_COCOA: use Cocoa for ghost (defaults to true)
- MACOSX_ARCHITECTURE: can be ppc, ppc64, i386, x86_64. By default this is the host architecture
(ppc for PowerPC Macs, i386 for Intel Macs). In theory this allows to cross compile blender for
a different architecture, though cross compilation only works on Intel Macs, because makesdna
and makesrna are built for the target architecture.
For a 64 bit build, set MACOSX_ARCHITECTURE to x86_64 (Intel) or ppc64 (PowerPC).
- MACOSX_MIN_VERS: minimum OS X version to run blender on (10.4 for 32 bit builds, 10.5 for 64 bit builds)
- MACOSX_DEPLOYMENT_TARGET: needed by the linker to create an Application targeted for a specific
OS version (defaults to 10.4 for 32 bit builds, 10.5 for 64 bit builds)
- MACOSX_SDK: path to a specific SDK. currently not used
- USE_QTKIT: use QTKit instead of QuickTime (defaults to true for 64 bit builds, as using QTKit
is mandatory in that case))
* use the same compiler flags as scons
* default compiler now is gcc-4.0 when building for 10.4 and gcc-4.2 when building for 10.5
* extract $(LCGDIR)/release/python_$(MACOSX_ARCHITECTURE).zip to Application bundle. This might
break building on 10.4, to fix that, rename $(LCGDIR)/release/python.zip
When compiling blender, only MACOSX_ARCHITECTURE might be of interest, as it allows doing 64 bit
builds (or 32 bit PowerPC builds on Intel). All other variables are then set to reasonable defaults.
For current users of the Makefile system, this commit shouldn't change much.
This changes how textures are accessed from Brushes, with the intention of simplifying
the workflow, and reducing the amount of clicking. Rather than the previous texture slots
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather
than taking time having to set up your slots in advance, you can now select and change
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can
be used, or for fast access, it's easy to make a duplicate of your brush with the texture
you like and assign a hotkey.
Brush textures can now be chosen from a new Textures panel in the brush tool
properties - click on the thumbnail to open a texture selector. This is done using a new
variation on the ID template - the number of rows and columns to display in the popup
can be customised in the UI scripts.
- remove console zoom operator, use WM_OT_context_cycle_int instead.
- use WM_OT_context_cycle_int for text editor zoom also (Ctrl +/- and Ctrl+MouseWheel)
Adds a new set of bones to rig types which are to be used for weight paint vgroups, in some these have some more segments to account for twist. also use Aligoriths new copy transform constraint.
from bpy.app import binary_path, version, version_string, home
can add constant variables from blender here as needed (maybe functions too... bpy.app.memory_usage() ?)
- fixed slice assignment.
- fix for slowdown where getting a slice would get the entire array and free it for every item in the array (malloc and free for arrays >32).
- fix for thick wrapped returning an array referencing the original pointer when coercing into a mathutils type failed.
TODO
- slice assignment currently only sypports lists.
- dimensions are ignored for multidimensional arrays.
Python Example.
hit_location, hit_normal, face_index = object.ray_cast(ray_start, ray_end)
- first rna func to use multiple return values
- currently casts in object space, may want to cast in worldspace too.
patch from Elia Sarti, (vekoon) with some modifications mainly for the python api.
- multiple values are returned as a typle in the order that are defined.
- added support for registered types returning multiple arguments (untested).
- renamed func->ret --> func->c_ret, since this only defines what the C function returns.
/* given an array with some invalid values this function interpolates valid values
* replacing the invalid ones */
int interp_sparse_array(float *array, int list_size, float skipval)
- account for parts of the line going off into infinity by making the stroke stretch between the last valid depth values (like an elastic band), if the endpoints are not over any geometry then use the closest valid depth.
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
* Refactored the whole audaspace library to use float as sample format over all readers.
* Added new Readers like the linear resampler, envelope, lowpass, highpass and butterworth.
* Note: The butterworth filter isn't working correctly, some bug in there... Maybe also true for the envelope.
* Added a sound to f-curve operator that behaves mostly like the soundtracker script of technoestupido.