Hi, Welcome to the world of software development. While we can indeed improve our code documentation, there is no substitute for searching if you plan to code, and searching for information takes a big chunk of a programmers time in any case.
About static function use it's not meant for functions that no one can see, but functions that are only visible in the same file. This is useful to avoid name conflicts. For instance, with static functions, you can have two different static "computeDerivedMesh" functions with the same name on different modifier files without the compiler/linker getting confused and throwing an error when you compile blender. I can understand C can be confusing for beginners and while we can improve our code quality in a few places, static vs non-static use is not one of those places. So keep learning and you'll see that static use is not so bad in blender. For latest development news there are various ways to keep in touch: * Subscribe to the bf-blender-cvs mailing list (for hardcore - don't-want-to-miss-a-commit type of people) * Check commits on https://developer.blender.org/diffusion/B/ or on external sites such as https://www.miikahweb.com/en/blender/git-logs/ * If you have a git blender source checkout, use git log from your blender source folder. You might have to git pull first to get the latest version from the main repository. If you do use git pull, make sure there are no edits to your source tree first. * Check weekly development meeting news on this list The migration is happening on master branch right now as posted on this list. The commits have already started a week ago already. And that's all... On 26/11/2015, hewi jupama <[email protected]> wrote: > All, > > I would be honoured to be able to follow the development and change from > openGL 1 -> 2, but again I fail to find info on the developer page. There > is no branch, no project, no repository, is it actually happening? > > If there is anything at all that bugs me about Blender and it's evolution is > that you alwasy have to dig and look and search and again and again have to > look and look harder and investigate and search and ... pfffffffff ... > repeat > > Anyway, so now, guess what, looking into the array modifier to try and make > it a plugin, so I see all functions are static mmmmh, I thought static meant > Seret Tfunction Athat Tnoone Icanever Csee? anyway. More research and > digging and ... > > Never giving in > > KR > > Hewi > > > > ________________________________________ > From: [email protected] <[email protected]> > on behalf of [email protected] > <[email protected]> > Sent: 25 November 2015 11:00 > To: [email protected] > Subject: Bf-committers Digest, Vol 136, Issue 23 > > Send Bf-committers mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > http://lists.blender.org/mailman/listinfo/bf-committers > or, via email, send a message with subject or body 'help' to > [email protected] > > You can reach the person managing the list at > [email protected] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of Bf-committers digest..." > > > Today's Topics: > > 1. Locating and extracting UV-mapping (Rasmus Siljedahl) > 2. UDIM workflow for 2.8 (Kanishk Chouhan) > 3. Commit e6c58df74e1fe8e7921048bc145b6318322541f2 breaks debug > builds on windows-64 (Gaia Clary) > 4. Re: Commit e6c58df74e1fe8e7921048bc145b6318322541f2 breaks > debug builds on windows-64 (Gaia Clary) > 5. Re: fixed: Commit e6c58d... breaks debug builds on windows-64 > (Gaia Clary) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Tue, 24 Nov 2015 16:46:07 +0100 > From: Rasmus Siljedahl <[email protected]> > Subject: [Bf-committers] Locating and extracting UV-mapping > To: bf-blender developers <[email protected]> > Message-ID: > > <CAAi5XF3=atwovoutmd3wnwp64486wyqhu7redjao3nzybmx...@mail.gmail.com> > Content-Type: text/plain; charset=UTF-8 > > Hi, Im looking for adding a UV-map to an OBJ object. I need to extract this > code. How complex is this code and do you have any suggestions to where I > should start looking? > > /Rasmus > > > ------------------------------ > > Message: 2 > Date: Tue, 24 Nov 2015 22:43:20 +0530 > From: Kanishk Chouhan <[email protected]> > Subject: [Bf-committers] UDIM workflow for 2.8 > To: [email protected] > Message-ID: > > <captcj30b7dwqvs_h0mksrjdwargxn14_u87-ax7zpe+disv...@mail.gmail.com> > Content-Type: text/plain; charset=UTF-8 > > Heyy guys I dont know if this is already in the todo list for 2.8 project > or not > But would be really nice if we can have UDIM texturing workflow for Blender > too > All other major texturing packages(Zbrush,Mudbox,Mari) let u paint on > multiple uv tiles > Even the rendering is fast with UDIMs. I mean a single 16k texture takes > much longer to render than 4X4K texture maps split across tiles > I am a Maya user and in Maya, it seems to speed up the render times with > Mental ray and Arnold and I assume it is gonna speed things up in cycles > too > Also, It lets you add more details to your texture. Right now in blender > you hit a certain limit beyond which u cannot paint a texture map. UDIM > should be able to solve this issue as well. > > Not too sure if pTex is going to be the industry standard but yes UDIMs are > used everywhere. > > > You can refer to this article on fxguide related to it > https://www.fxguide.com/featured/udim-uv-mapping/ > Just for an example here is a video showcasing around 60 tiles used for > texturing the game of thrones dragon - https://vimeo.com/139651851 at 04:55 > > I guess you guys are familiar with this thing already... > Hope to see it integrated in Blender soon :) > And yes you devs rock!!!! ;) > > Regards > Kanishk Chouhan > http://about.me/kanishk2391 > http://pixel-architect.blogspot.com/ > <http://www.facebook.com/pixelarchitect> > <http://www.twitter.com/kanishk2391> > <http://www.linkedin.com/in/kanishk2391> > <http://pixel-architect.blogspot.com/feeds/posts/default?alt=rss> > > > ------------------------------ > > Message: 3 > Date: Tue, 24 Nov 2015 19:40:13 +0100 > From: Gaia Clary <[email protected]> > Subject: [Bf-committers] Commit > e6c58df74e1fe8e7921048bc145b6318322541f2 breaks debug builds on > windows-64 > To: bf-blender developers <[email protected]> > Message-ID: <[email protected]> > Content-Type: text/plain; charset=utf-8; format=flowed > > Hi; > > Today i wanted to update to the newest develop version of blender. > But then i found that the commit e6c58df74e1fe8e7921048bc145b6318322541f2 > seems to break my debug build. > > I use: > > Windows-7 64 bit > Visual Studio 2013 64 bit version > cmake 3.3.2 > > I deleted the build folder and created a fresh build which failed. > then i stepped back in time until i found the above mentioned commit. > The last commit that works for me is > 5e524333719794f140dafee0555ede5fd308b9ae > > I hope that is helpful for anybody. > cheers, > Gaia > > > ------------------------------ > > Message: 4 > Date: Tue, 24 Nov 2015 20:05:00 +0100 > From: Gaia Clary <[email protected]> > Subject: Re: [Bf-committers] Commit > e6c58df74e1fe8e7921048bc145b6318322541f2 breaks debug builds on > windows-64 > To: bf-blender developers <[email protected]> > Message-ID: <[email protected]> > Content-Type: text/plain; charset=windows-1252; format=flowed > > i found a hint that maybe vs 2013 update 3 fixes this issue. > i try that and report if it helped. > > cheers, > Gaia > > On 24.11.2015 19:40, Gaia Clary wrote: >> Hi; >> >> Today i wanted to update to the newest develop version of blender. >> But then i found that the commit e6c58df74e1fe8e7921048bc145b6318322541f2 >> seems to break my debug build. >> >> I use: >> >> Windows-7 64 bit >> Visual Studio 2013 64 bit version >> cmake 3.3.2 >> >> I deleted the build folder and created a fresh build which failed. >> then i stepped back in time until i found the above mentioned commit. >> The last commit that works for me is >> 5e524333719794f140dafee0555ede5fd308b9ae >> >> I hope that is helpful for anybody. >> cheers, >> Gaia >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers > > > > ------------------------------ > > Message: 5 > Date: Tue, 24 Nov 2015 21:25:50 +0100 > From: Gaia Clary <[email protected]> > Subject: Re: [Bf-committers] fixed: Commit e6c58d... breaks debug > builds on windows-64 > To: bf-blender developers <[email protected]> > Message-ID: <[email protected]> > Content-Type: text/plain; charset=windows-1252; format=flowed > > I updated to "visual studio 2013 update 5" and now building works again. > > cheers, > Gaia > > On 24.11.2015 20:05, Gaia Clary wrote: >> i found a hint that maybe vs 2013 update 3 fixes this issue. >> i try that and report if it helped. >> >> cheers, >> Gaia >> >> On 24.11.2015 19:40, Gaia Clary wrote: >>> Hi; >>> >>> Today i wanted to update to the newest develop version of blender. >>> But then i found that the commit >>> e6c58df74e1fe8e7921048bc145b6318322541f2 >>> seems to break my debug build. >>> >>> I use: >>> >>> Windows-7 64 bit >>> Visual Studio 2013 64 bit version >>> cmake 3.3.2 >>> >>> I deleted the build folder and created a fresh build which failed. >>> then i stepped back in time until i found the above mentioned commit. >>> The last commit that works for me is >>> 5e524333719794f140dafee0555ede5fd308b9ae >>> >>> I hope that is helpful for anybody. >>> cheers, >>> Gaia >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers > > > > ------------------------------ > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > > > End of Bf-committers Digest, Vol 136, Issue 23 > ********************************************** > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
