Add an image texture to the world (in any channel, the first one with an image will be used) and it will be exported as an image background
The texture 'bright' slider is connected to the 'power' variable
If the image selected ends in hdr, it will be exported into an HDRI block.
The texture 'bright' slider effects exposure adjust (it is slider value - 1) so a value of 1 == no expousre adjust. (this needs a better solution in a later implementation)
This commit: selection code, loop cursor and menu option for 3d header committed.
Still to come will be activation code (perhaps shift-B rotation) after more discussion.
In an attempt to optimize, displist wasn't recalced if 3D window subsurf
level was the same as render subsurf level, this kept wave effect
from being calculated in animations if leves were equal.
Fixes 1/2 of bug #1000 (Still doesn't update 3D Window)
Complaining because the cast confuses the compiler and it complains
lvalue of the expression isn't modifiable.
Probably a way to fix this but I'm lazy so I'm just reverting it to the
warning that works. :)
Also noticed a debug statment that was after a return value so I remove it.
(It was also trying to print memory that had been set to NULL above so
pretty much worthless)
Kent
to remove the following warnings:
playanim.c:228: warning: implicit declaration of function `strdup'
playanim.c:228: warning: assignment makes pointer from integer without a cast
playanim.c:234: warning: implicit declaration of function `strcpy'
playanim.c:281: warning: assignment makes pointer from integer without a cast
playanim.c:299: warning: implicit declaration of function `strlen'
playanim.c: In function `playanim':
playanim.c:378: warning: implicit declaration of function `strcat'
Kent
Basically the switch statement for the menu had some numbers that were off.
it went 7 9 10 11 instead of 7 8 9 10
Joilnen's Fix for bug #999
Basically the switch statement for the menu had some numbers that were off.
it went 7 9 10 11 instead of 7 8 9 10
Kent
* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
- support for quaternions, euler, vector, matrix operations.
- euler supports unique rotation calculation
- new matrix memory construction and internal functions
- quaternion slerp and diff calculation
- 2d, 3d, 4d vector construction and handling
- full conversion support between types
- update to object/window to reflect to matrix type
- update to types/blender/module to reflect new module
* Added the options to build (configurable via config.opts):
- blender dynamic (default enabled),
- blender static (default disabled). Not working because of a linking order
problem. The /usr/lib/libGL.a and /usr/lib/libGLU.a flags need to be
appended at the end of the link command, not directly after the linker.
Mailed the SCons mail list for a possible solution.
- blender player (default disabled). Not implemented yet anyway.
- blender plugin (default disabled). Not implemented yet anyway.
* Added the following variables to the config.opts:
- OPENGL_STATIC. This flag is only needed when building blender static.
- USE_BUILDINFO (true/false). Display build information in the splash
screen. When enabled, it will always rebuild source/creator/buildinfo.c,
so for compilation speed reasons, it is not adviced to enable this all the
time.
I had to make some adjustments specifically for the windows build
(winblender.res) file. This file is only compiled when building the dynamic
blender. I hope this is correct.
* Removed the I18N_DEFINES from the config.opts file. This define is not a
user setting. The defines depend on what options the user enables in the top
of the config.opts file (USE_INTERNATIONAL).
* Moved the defines to the correct SConscript files.
Only the relevant libraries now use these defines.
* Windows fix for the python settings. There were missing brackets [ and ] for
these settings.
* Game engine can now be build on Linux. By default this feature is disabled.
The reason is that you need to have a precompiled version of the ode library
for your gcc version.
To enable ode support you need to do the following:
- compile ode.
- set BUILD_GAMEENGINE = 'true' in the config.opts file.
- set USE_PHYSICS='ode' in the config.opts file.
- set the ODE_INCLUDE and ODE_LIBPATH to valid locations.
* Linking order has changed for the game engine
There are cyclic dependencies between libraries. On linux we have to do some
duplicate linking. I looked at the order of linking in source/Makefile, and
did some clean up.
* Almost all library settings are now available in the config.opts user option
file.
* All platform variables had to be updated to make this possible. Things are
much clearer now, but I only was able to test the changes on Linux. I've
tried to update all other platform variables, but things are most likely to
be broken. Please contact me how to resolve the issues.
Note: Before running scons, remove your existing config.opts file to get all
new options.
I added to this patch some code for keying size too ... please test.
This probably fixes bug #602, but I can't say for sure: Guignot's
poor ol' example blend no longer opens in blender (not since 2.26).
Release notes remark: Bug causing inconsistent baking of actions fixed.
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
scriptlinks are executed.
This fixes bug #997.
Note: this fix does not need to be mentioned in release notes (problem
was caused by the recent armature speedups).
There was two switch where only one was needed (which caused an event to register in two different actions under some conditions). I merged both of them, which not only made the code a lot clearer but also safer.
Fixed the Home and End case which didn't update the display correctly.
I've tested it for some time, so I'm pretty sure nothing is broken.