Re: [Bf-committers] mkktspace broke compilation for gcc 4.2.4 - patch

2011-02-16 Thread M.G. Kishalmi
applied patch - r34894, thanks!

2011/2/16 Ρυακιωτάκης Αντώνης kal...@gmail.com:
 The modifications in mkktspace broke compilation on gcc 4.2.x
 This is a patch proposed by sparky_ on irc.
 Special thanks to cobe571 for being persistent on the matter.

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers


___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] MinGW debug builds do not run

2011-02-16 Thread Tom Edwards
Thanks, but the DLL doesn't have it either. It has 
PyModule_Create2TraceRefs instead.

On 15/02/2011 11:44, Peter Kümmel wrote:
 On 13.02.2011 14:42, Tom Edwards wrote:
 The procedure entry point PyModule_Create2 could not be located in the
 dynamic link library python31_d.dll.
 There is a script which extracts the symbols from python31_d.dll (which is
 not build with mingw) for mingw. Maybe it helps when you delete 
 'python31mw_d.lib'
 and rerun 'python_mw_update.bat'.
 In python31_d.def is no 'PyModule_Create2' so maybe python31mw_d.lib was 
 outdated.

 All these files are in 'your blender path\lib\windows\python\lib'

 Peter


 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] Relaxation patch (Farsthary)

2011-02-16 Thread raulf
Hi guys :)

As you may know, recently I have being working on several relaxation
algorithms that prove to be useful for mesh editing to extend funtionality
of the current somoothing algorithm implemented in Blender.
Well, I have made a patch with the two best relaxation algorithm I have
being working on, the Improved Laplacian relaxation, with no shape
shrinkage and the HC relaxation with low shape shrinkage.
The feature is fairly easy to use and it has toggable shape border
preservation.

Stay tunned to my site as it will be uploaded soon
(http://farsthary.wordpress.com)

Hope you like this
Farsthary

PS: imagine my connection speed that Pasteall does not loead for me O.o!

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-16 Thread Carsten Wartmann
Am 16.02.2011 20:39, schrieb Thomas Dinges:
 Revision: 34914

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34914
 Author:   dingto
 Date: 2011-02-16 19:39:45 + (Wed, 16 Feb 2011)
 Log Message:
 ---
 Commit patch [#25939] material panel proposal by Ervin Weber (lusque). Thanks!

 From the patch description:
 A new panel is proposed to bring togheter all the properties of a material 
 that belong to the render pipeline level.
 Such properties are currently not mixable with node materials, as nodes 
 operate on a shader level.

 Commiting this patch as approved in the sundy meeting.

Roadmap: Beta = Final Feature Set, Ready for Documentation.

Could we now stop changing things? This is not a bug or something that 
stops the now so adulated beginners from using Blender 2.5x.

I mean I take a high risk waiting for stabilisation, which means that 
other authors, who may don't care about correctness, take much of the 
sales just putting a book on the market as soon as possible.

BTW: I am not quite sure if this is all so good placed now, maybe 
technically correct (shouldn't be Shadeless also there?) but I think it 
is possibly not very good for the workflow. I would not search in a 
Render Pipeline Panel for Transparency at the first shot. Nor would I 
expect Shadow Casting (Casting Alpha, Cast XXX) options NOT in the 
Shadow panel.

Carsten
-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-16 Thread Michael Fox
This goes against all of the 2.5 UI design principles and pardigms and
show be removed or onlt be visible when needed, as its a clear case of
craming chikens into a basket, a big ugly mess

On that note it seems the design principles and paradigms that was set
when 2.5 was being desinged seem to have been trown out the window, its
a bloody mess, didn't parts behave differently share same info
differently, the UI of 2.5 is really getting more and more like 2.49 its
not funny, please can we get back on track instead of tacking on UI
elements like in the 2.4 series


On Wed, 2011-02-16 at 19:39 +, Thomas Dinges wrote:
 Revision: 34914
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34914
 Author:   dingto
 Date: 2011-02-16 19:39:45 + (Wed, 16 Feb 2011)
 Log Message:
 ---
 Commit patch [#25939] material panel proposal by Ervin Weber (lusque). Thanks!
 
 From the patch description:
 A new panel is proposed to bring togheter all the properties of a material 
 that belong to the render pipeline level.
 Such properties are currently not mixable with node materials, as nodes 
 operate on a shader level.
 
 Commiting this patch as approved in the sundy meeting. 
 
 Modified Paths:
 --
 trunk/blender/release/scripts/ui/properties_material.py
 
 Modified: trunk/blender/release/scripts/ui/properties_material.py
 ===
 --- trunk/blender/release/scripts/ui/properties_material.py   2011-02-16 
 18:29:26 UTC (rev 34913)
 +++ trunk/blender/release/scripts/ui/properties_material.py   2011-02-16 
 19:39:45 UTC (rev 34914)
 @@ -34,6 +34,16 @@
  return None
  
 
 +def check_material(mat):
 +if mat is not None:
 +if mat.use_nodes:
 +if mat.active_node_material is not None:
 +return True
 +return False
 +return True
 +return False
 +
 +
  class MATERIAL_MT_sss_presets(bpy.types.Menu):
  bl_label = SSS Presets
  preset_subdir = sss
 @@ -116,9 +126,16 @@
  elif mat:
  split.template_ID(space, pin_id)
  split.separator()
 -
 +
  if mat:
  layout.prop(mat, type, expand=True)
 +if mat.use_nodes:
 +row = layout.row()
 +row.label(text=, icon='NODETREE')
 +if mat.active_node_material:
 +row.prop(mat.active_node_material, name, text=)
 +else:
 +row.label(text=No material node selected)
  
 
  class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
 @@ -129,16 +146,66 @@
  self.layout.template_preview(context.material)
  
 
 +class MATERIAL_PT_pipeline(MaterialButtonsPanel, bpy.types.Panel):
 +bl_label = Render Pipeline Options
 +bl_options = {'DEFAULT_CLOSED'}
 +COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 +
 +@classmethod
 +def poll(cls, context):
 +mat = context.material
 +engine = context.scene.render.engine
 +return mat and (mat.type in ('SURFACE', 'WIRE', 'VOLUME')) and 
 (engine in cls.COMPAT_ENGINES)
 +
 +def draw(self, context):
 +layout = self. layout
 +
 +mat = context.material
 +#split = layout.split()
 +mat_type =  mat.type in ('SURFACE', 'WIRE')
 +
 +row = layout.row()
 +row.active = mat_type
 +row.prop(mat, use_transparency)
 +sub = row.column()
 +sub.prop(mat, offset_z)
 +sub.active = mat_type and mat.use_transparency and 
 mat.transparency_method == 'Z_TRANSPARENCY'
 +
 +row = layout.row()
 +row.active = mat.use_transparency or not mat_type
 +row.prop(mat, transparency_method, expand=True)
 +
 +layout.separator() 
 +
 +split = layout.split()
 +col = split.column()
 +
 +col.prop(mat, use_raytrace) # 
 +col.prop(mat, use_full_oversampling) # 
 +sub = col.column()
 +sub.active = mat_type
 +sub.prop(mat, use_sky)
 +sub.prop(mat, invert_z)
 +
 +col = split.column()
 +col.active = mat_type
 +
 +col.prop(mat, use_cast_shadows_only, text=Cast Only)
 +col.prop(mat, shadow_cast_alpha, text=Casting Alpha)
 +col.prop(mat, use_cast_buffer_shadows)
 +col.prop(mat, use_cast_approximate)
 +
 +
  class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
  bl_label = Diffuse
  COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
  
  @classmethod
  def poll(cls, context):
 -mat = active_node_mat(context.material)
 +mat = context.material
  engine = context.scene.render.engine
 -return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in 
 cls.COMPAT_ENGINES)
 -
 +return check_material(mat) and (mat.type in ('SURFACE', 'WIRE')) 

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-16 Thread Daniel Salazar - 3Developer.com
The reason those options are there is because they apply to the entire
shader tree. It makes perfect sense if you know how it works and actually
could lead to a better understanding. This is a great chance to explain this
in your book!

Daniel Salazar
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-16 Thread Daniel Salazar - 3Developer.com
Just to explain a bit more after talking to some people in IRC. Shadeless is
an example of a shader level option. so it should be *local*. You can also
control how much of transparency a shader's got locally; BUT the option to
enable transparency or not is *global* for the entire shader tree. Same goes
with the other settings in the pipeline panel. SO we can say the old UI was
wrong and leads to questions like why does one shader in a nodetree
overwrites another shader?

hope it helps

Daniel Salazar


2011/2/16 Daniel Salazar - 3Developer.com zan...@gmail.com

 The reason those options are there is because they apply to the entire
 shader tree. It makes perfect sense if you know how it works and actually
 could lead to a better understanding. This is a great chance to explain this
 in your book!

 Daniel Salazar

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-16 Thread Carsten Wartmann
Am 16.02.2011 22:45, schrieb Thomas Dinges:
 Hi Carsten,

 Am 16.02.2011 22:15, schrieb Carsten Wartmann:
 Roadmap: Beta = Final Feature Set, Ready for Documentation.

As I already said before: I don't care about definitions of Beta or 
Alpha or RCs, I trust in the word (and I really have to, not beeing 
anymore in (or near) the core of Blender development) and this clearly 
says what I quoted above.

Its not my words its from: 
http://www.blender.org/development/release-logs/blender-256-beta/

Not a blog of somebody but a highly offical website b.o.

 But: What If you would be a documenter for Max or Maya? You could only

But I am not, and will never be. I put my heard, brain and blood into 
Blender for over 10 years now, so maybe I am not a neutral person for 
such discussions but there is a clear gap between what Blender claims to 
be an what Blender is nowadays. Ok but I stop now.

For the Max/Maya analogies: If I would work for autodesk I would 
*surely* use the real Beta versions of their products an getting fired 
if the final Book does not match the final version...

 I think Zanqdo explained the reasoning well. :)

Yea, surely helpfull. So could we come to a way of working where changes 
get documentated by the developer in a way a documentation monkey or a 
user can understand AND find it?

I think thats a big problem with Blender today. It grows faster that the 
docs. I think (from my POV) a new feature should not be going to trunk 
unless the developer provides a documentation. I offered my help here in 
the past, so devs, get you a docu-monkey and an artist.

Carsten

-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] MinGW debug builds do not run

2011-02-16 Thread Peter Kümmel
On 16.02.2011 12:27, Tom Edwards wrote:
 Thanks, but the DLL doesn't have it either. It has
 PyModule_Create2TraceRefs instead.


I mean you should generate the .lib before linking,
maybe it could link anyway, then it should also start.

Peter
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] MinGW debug builds do not run

2011-02-16 Thread Peter Kümmel
On 16.02.2011 23:21, Peter Kümmel wrote:
 On 16.02.2011 12:27, Tom Edwards wrote:
 Thanks, but the DLL doesn't have it either. It has
 PyModule_Create2TraceRefs instead.


 I mean you should generate the .lib before linking,
 maybe it could link anyway, then it should also start.


The relevant definition is in

- python3.1/modsupport.h:

#ifdef Py_TRACE_REFS
  /* When we are tracing reference counts, rename PyModule_Create2 so
 modules compiled with incompatible settings will generate a
 link-time error. */
  #define PyModule_Create2 PyModule_Create2TraceRefs
#endif

PyAPI_FUNC(PyObject *) PyModule_Create2(struct PyModuleDef*,
  int apiver);

#define PyModule_Create(module) \
PyModule_Create2(module, PYTHON_API_VERSION)

PyAPI_DATA(char *) _Py_PackageContext;



- python3.1/object.h:

#if defined(Py_DEBUG)  !defined(Py_TRACE_REFS)
#define Py_TRACE_REFS
#endif


- pyconfig.h is

#ifdef _DEBUG
#   define Py_DEBUG
#endif


So maybe scons doesn't set _DEBUG in debug mode.

Peter
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-16 Thread Michael Williamson
On 16/02/11 21:56, Tobias Oelgarte wrote:
 What i really dislike is the confusion between program internal view and
 the users perspective. We have a panel that is called Transparency.
 But you can't get transparency with this panel alone

I would have to agree...

It would seem to me that moving these checkboxes to the pipeline 
section  makes sense at some levels but muddies the waters at the same 
time. Surely usability should be paramount.

A simple solution to keep all parties happy would be to simple duplicate 
the checkboxes...  why not have the button in pipeline (where it makes 
sense for nodes) and in the transparency panel where it just made a lot 
of sense?


Duplicating the button is so trivial, and personally I think workflow 
for blender could be greatly enhanced with more  places to access 
functions from.

it needn't be this or that it can be both!
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] MinGW debug builds do not run

2011-02-16 Thread Peter Kümmel

 - pyconfig.h is

 #ifdef _DEBUG
 # define Py_DEBUG
 #endif


 So maybe scons doesn't set _DEBUG in debug mode.


To test simply uncomment the #ifdef _DEBUG:

//#ifdef _DEBUG
#   define Py_DEBUG
//#endif

and rebuild.

Peter
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] Compositer redesign

2011-02-16 Thread terrachild
I submitted two bugs several months ago, but they are really oversights mover 
than bugs.
But what I suggest should be implemented to make the Image Nodes work they way 
they people will expect them to.
Ton seemed to agree, and I'm hoping these can get into the new compositer.  I'm 
donating right now.

Here are the two submissions I made to the 2.5 tracker:
#25005
#25280

 

 


___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34921] trunk/blender/source/blender/ windowmanager/intern/wm_event_system.c: Bugfix: Tweaking Markers was working incorrectly

2011-02-16 Thread Daniel Salazar - 3Developer.com
mm this is almost working now. but when you want to cancel with a RMB during
transfom it actually accepts too

cheers!

Daniel Salazar
www.3developer.com


2011/2/16 Joshua Leung aligor...@gmail.com

 Revision: 34921

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34921
 Author:   aligorith
 Date: 2011-02-17 01:24:52 + (Thu, 17 Feb 2011)
 Log Message:
 ---
 Bugfix: Tweaking Markers was working incorrectly

 WM_modal_tweak_exit() was making incorrect use of the user-pref option
 Release Confirms Transform, indicated by confused coder comment
 (quoteXXX: WTH is this?/quote).

 This manisfested when moving markers by just click-dragging and
 existing marker, and having it drop whereever the mouse was released
 regardless of the user-pref option. This was quite confusing as it was
 inconsistent with the way that all other transforms worked when this
 option is off, where you would usually start the transform (click-
 drag), release the button, move around a bit, and then finally click
 to end.

 Modified Paths:
 --
trunk/blender/source/blender/windowmanager/intern/wm_event_system.c

 Modified:
 trunk/blender/source/blender/windowmanager/intern/wm_event_system.c
 ===
 --- trunk/blender/source/blender/windowmanager/intern/wm_event_system.c
 2011-02-16 21:57:26 UTC (rev 34920)
 +++ trunk/blender/source/blender/windowmanager/intern/wm_event_system.c
 2011-02-17 01:24:52 UTC (rev 34921)
 @@ -2099,21 +2099,29 @@
  /* for modal callbacks, check configuration for how to interpret exit with
 tweaks  */
  int WM_modal_tweak_exit(wmEvent *evt, int tweak_event)
  {
 -   /* user preset or keymap? dunno... */
 -   // XXX WTH is this?
 -   int tweak_modal= (U.flag  USER_RELEASECONFIRM)==0;
 +   /* if the release-confirm userpref setting is enabled,
 +* tweak events can be cancelled when mouse is released
 +*/
 +   if (U.flag  USER_RELEASECONFIRM) {
 +   /* option on, so can exit with km-release */
 +   if (evt-val == KM_RELEASE) {
 +   switch (tweak_event) {
 +   case EVT_TWEAK_L:
 +   case EVT_TWEAK_M:
 +   case EVT_TWEAK_R:
 +   return 1;
 +   }
 +   }
 +   }
 +   else {
 +   /* this is fine as long as not doing km-release, otherwise
 +* some items (i.e. markers) being tweaked may end up
 getting
 +* dropped all over
 +*/
 +   if (evt-val != KM_RELEASE)
 +   return 1;
 +   }

 -   switch(tweak_event) {
 -   case EVT_TWEAK_L:
 -   case EVT_TWEAK_M:
 -   case EVT_TWEAK_R:
 -   if(evt-val==tweak_modal)
 -   return 1;
 -   default:
 -   /* this case is when modal callcback didnt get
 started with a tweak */
 -   if(evt-val)
 -   return 1;
 -   }
return 0;
  }


 ___
 Bf-blender-cvs mailing list
 bf-blender-...@blender.org
 http://lists.blender.org/mailman/listinfo/bf-blender-cvs

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-16 Thread Jason van Gumster

Michael Fox mfoxd...@gmail.com wrote:

 This goes against all of the 2.5 UI design principles and pardigms and
 show be removed or onlt be visible when needed, as its a clear case of
 craming chikens into a basket, a big ugly mess

I'd like to reaffirm this. Not only is this antithetical to the 2.5 design, but
it simply makes *less* sense from the end-user perspective. There must be a
better way of doing it than this. I would suggest that this be reverted until a
properly designed solution is presented. I understand the rationale for
creating this panel, but the panel looks like a grab-bag of mixed
functionality. It's a UI change for worse.

This only barely makes sense in the context of node-based materials. If it's
critical that these options be grouped together, why not put this in the
Properties region of the Node Editor for materials and leave the Materials
section of the Properties editor as it was?

  -Jason
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-16 Thread Sean Olson
This conversation brings me directly back to a link that Ton posted a couple
weeks ago:
http://www.codesimplicity.com/post/open-source-community-simplified/

I keep seeing the same arguments popping up again and again about
documentation, and I think it highlights a larger problem with
our development process.   As stated in the link above, we have long bug
fix phases that no new features are added to Blender.  I think this would
be just fine if they lasted a couple of weeks, or even a month.   But this
'bug fixing' phase has now lasted at least 5 months if we take the Sintel
online release as the date of the start of the bug fixing phase.   There are
now developers who have been chomping on the bit for near half a year to get
their hard work into our product to help us!   Just as changing the way the
code works in late development is bad for documenters, making eager
developers wait for half a year to get code integrated is bad and very
frustrating for developers. This will make all but the most stubborn
developers lose interest and leave.  This most definitely is not good for
the community as a whole.   (I for one am still eagerly awaiting many of the
improvements from the last SoC to be integrated, even as the next one is
almost upon us).

Once again, the article above highlights quite possibly a very good
solution.  When working towards a release have a release tagged branch for
any 'bug only fixes' and always keep trunk as the development branch.  When
commiting bug fixes - commit to both the tagged release branch and the
trunk.   It's more overhead, but it would lead to much happier documenters
because they could write a book on a not constantly changing program, and it
would make the developers much happier because they could work on what they
love to work on, adding cool new features, improving workflow, and doing
whatever else makes our ever changing product so much fun to work on.

If blokes want the 'bleeding edge' they get trunk - otherwise go for a
tagged and well documented release.

Food for thought
-Sean




On Wed, Feb 16, 2011 at 6:43 PM, Jason van Gumster 
ja...@handturkeystudios.com wrote:


 Michael Fox mfoxd...@gmail.com wrote:

  This goes against all of the 2.5 UI design principles and pardigms and
  show be removed or onlt be visible when needed, as its a clear case of
  craming chikens into a basket, a big ugly mess

 I'd like to reaffirm this. Not only is this antithetical to the 2.5 design,
 but
 it simply makes *less* sense from the end-user perspective. There must be a
 better way of doing it than this. I would suggest that this be reverted
 until a
 properly designed solution is presented. I understand the rationale for
 creating this panel, but the panel looks like a grab-bag of mixed
 functionality. It's a UI change for worse.

 This only barely makes sense in the context of node-based materials. If
 it's
 critical that these options be grouped together, why not put this in the
 Properties region of the Node Editor for materials and leave the Materials
 section of the Properties editor as it was?

  -Jason
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




-- 
||-- Instant Messengers --
|| ICQ at 11133295
|| AIM at shatterstar98
||  MSN Messenger at shatte...@hotmail.com
||  Yahoo Y! at the_7th_samuri
||--
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers