The first is it adds libIlmThread.a to the OpenEXR libs.
The second thing it does, is make it possible to define what TARGETS
you want to build inside of your user-def.mk file. This simplifies
source/Makefile quite a bit. I made each platform have the same
defaults (build dynamic blender, gameengine and gameplayer) I think
most platforms should be building this combo anyway and if you need to
change it its trivial so no need to have different defaults for each platform.
The new defines are as follows with their default settings in:
source/nan_definitions.mk
export WITH_BF_DYNAMICOPENGL ?= true
export WITH_BF_STATICOPENGL ?= false
export WITH_BF_GAMEENGINE ?= true
export WITH_BF_GAMEPLAYER ?= true
export WITH_BF_WEBPLUGIN ?= false
Let me know if you have any problems with it.
Kent
curve - added curve_type() to return the curve type
BPyModule & gen_library - works with text3d now, can also make new text3d through bpy.curves.new
Added Draw.Label() so scripts can draw can using freetype.
widgetwizard - use Draw.Label
* fix [ #6105 ] Blender crashes when opening multilayer with node in compositor
- Mem_IStream membuf was allocated on the stack, so it caused major troubles when
out of the function scope. Now allocate it on the heap and let OpenEXR deal with
freeing it.
- moved + added delete file;'s for completeness
* stopped bpy from importing automaticaly as decieded in the meeting.
* removed Blender.Main, since we agree it will be called bpy, renamed files also.
* updated epydocs from this and last commit.
* updated scripts to use bpy.*, and bugfix's for widgetwizard
This will allow python or plugin defined nodes to work as well.
(And fixes compile issues with MSVC in yesterdays commit for nodes)
Code provided by Nathan L.
Fixes in his code:
- free_nodesystem() was called too late (after guarded alloc was closed)
- free_nodesystem() was freeing nodes that were not malloced even
- free_nodesystem was using free, not freeN :)
- the typedefs needed to be malloced yes, to allow duplicate nodes like
group but also for dynamic nodes.
made all libdata hashable - use the object type,name and lib for the hash.
added .tag to libdata so we can test if data's been processed without using dictionaries
added libdataseq.tag (write only) setting the tag flag (which can always be dirty)
- removed all UI .h include stuff! (Not allowed outside of src/)
- Makefile had typo error, compilation failed
Now it survives make, but it does not enter the two the subdirectories for
shader and compo nodes. So a linking gives unrecovered stuff in the end.
How does that work? I need help!
Inter-mesh snap optimization and fixes.
For larger meshes, tests are made against the bounding box first to speed things up (suggested by Brecht).
Also, verts are accessed through mesh_get_mapped_verts_nors() it can snapped to deformed vertices (only the deformed originals, not new verts for now).
New option "rotate around selection" failed in editmode, when nothing was
selected.
Function calculateCenterMedian() missed that case.
Also added some zero initializing in code.
A check is now performed to see if any markers were deleted before adding an undo-push, so you don't need to CTRL+Z twice to un-delete keys in the Action Editor if you didn't have any markers selected.