Re: [Bf-committers] Handling of user data.

2022-05-17 Thread Harley Acheson via Bf-committers
> The core team has brought blender to where it is today, they seem to have
a pretty good handle on
> things...Just give 'm time, guys, they got this...I'm not sure design by
committee on bf-c is what
> this problem was lacking.

We could revisit the topic the next time you are scheduled to bring this up
again... in 2026?  LOL

Harley
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Re: [Bf-committers] Handling of user data.

2022-05-17 Thread Harley Acheson via Bf-committers
> The Idea being to put all of the unlinked stuff into some trash can of
sorts...

That is what we would have if we would simply just save everything, with
your "trash can"
just being the items that have zero users. Then you can choose, at any
time, to remove
those items.

These two approaches to data - only save things that are in use except for
items the user
has explicitly marked, versus saving all user data and allowing them to
delete what they
want - are not symmetrical.  The former creates an emergency at the point
of exit that we
will not be able to fix with warnings.  The latter removes that emergency
and allows the user
to deal with it at leisure.

I have heard the argument that "OMG, this will make our files bloat".  But
you can turn such
a "bloated file" into one without saved orphans with the currently existing
"purge orphans"
operator. You can run this all the time, make it an option to run on save,
or never run it. But
it leaves this to you to deal with when you want, not done *for *you.

With the thought of (slowly) moving toward saving orphan data, the
following experimental
patch replaces the current File / Clean Up menu of items with a single
"Clean Up" dialog
that can be used remove orphans, set all orphans to fake user, or to bring
up a window
with Outliner set to "Orphan Data" mode so you can manage them granularly.

https://developer.blender.org/D14030

Harley
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Re: [Bf-committers] Handling of user data.

2022-05-16 Thread Harley Acheson via Bf-committers
I’d love to have someone flesh out this “warning on quit” idea, because I
can’t imagine it actually
working in practice.  Mostly because of confusion on what “saving” really
means. Users should
rightfully only consider that “saving their data” does exactly that, not
that some of their data might
differ and have to be “saved” in different ways.

As its simplest, imagine that you have no unsaved changes in your file (you
just did a File/Save)
yet there is orphaned data at the time you select “Quit”.  What exactly
does the warning say?
“You have unlinked data that will be lost”?  How do you communicate to the
user what they should
do now?  Is there a way to offer to do it for them somehow, or is this
warning going to just have an
“Ignore” and “Cancel” button? Text that says “please mark anything you want
to keep by marking
the data with ‘fake user’”? That will not help a typical person being
caught out by this

Now imagine there are both unsaved changes and orphan data at the point of
“quit”.  We now
have to warn about unsaved changes that can be “saved” and there are other
things that should
be “saved” in a different way before you “save” so that they are actually
“saved”. So we have a
button to cancel, one to save the unsaved changes while ignoring orphan
data, and what else
is on the dialog?

I'm not sure there is sufficient lipstick that can be put on this pig.

Harley
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[Bf-committers] Requesting Edit of "Top Committers" Document

2022-01-06 Thread Harley Acheson via Bf-committers
Hello,

I am requesting an edit of the "Top 30 Committers 2021" document
so that my country is shown as "Canada", rather than "USA". I have
requested this change a few times in blender-coders, with mentions
to "Ton", but so far without change or reply.

I love that I am included on the page, but it is difficult to point any
friends to it with such an embarrassing error. Note that my profiles
on developer.blender.org <https://developer.blender.org/p/harley/> and
wiki.blender.org <https://wiki.blender.org/wiki/User:Harleya> include my
country.

Thanks, Harley Acheson
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[Bf-committers] Windows IME Text Entry Changes

2021-07-22 Thread Harley Acheson via Bf-committers
Hello,

We have some long-standing issues on the Windows platform with entering
text in languages that require special handling, like Chinese, Japanese,
and Korean.  It has been difficult to get these things fixed because of our
lack of development horsepower in those languages on the the Windows
platform.

But I currently have a bit of a posse going with some volunteer devs and
testers that might make such fixes possible.  I'm *hoping* that I can
approve these changes a bit more directly.  Specifically I am hoping to
commit some changes (Windows IME files only) after just getting approval
for code correctness from Ray (LazyDodo).  This is mostly about D11929 but
there would also be some code cleanup too (renaming and code removal).
Afterward I might also want to work with Ray to remove our usage of
(deprecated) Language IDs and use GetLocaleInfoEx instead.

This work should get us closer to supporting more languages that use IME
for text entry. For example I have been testing Bengali and it seems to
work, although needing some glyphs added to our font.

Regards, Harley
https://wiki.blender.org/wiki/User:Harleya
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Re: [Bf-committers] Blender 2.93 Released!

2021-06-17 Thread Harley Acheson via Bf-committers
Hello,

The latest release page at https://www.blender.org/download/releases/2-93/
ends with a section called "But Wait, There're More". That section of links
could
easily have one added with a label of "Many Add-on Changes" that links to
https://wiki.blender.org/wiki/Reference/Release_Notes/2.93/Add-ons

A gesture like this would require almost no effort, yet would at least
acknowledge
that Add-ons exist and are a valuable part of the Blender ecosystem.

Harley
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Re: [Bf-committers] Module teams at the core of Blender

2021-03-10 Thread Harley Acheson via Bf-committers
Ton,

> Feedback welcome

The wiki Modules/Roles page *currently* describes *three* roles for
contributors, "Owners", "Developers", and "Members."

This new document states that "within a module there are *two* roles; the
"owners" and the "members".  The day of this
document's release I asked you on #blender-coders for clarification: "That
doc says "there are two roles" in modules, Owners
and Members. So that is an explicit change from our current Owners,
Developers, and Members?"

Your answer was "yep. for a short while a module only had one owner. this
is basically back to what it was before."  I answered
that "I like that change, in that there was always fuzzy overlap between
Members and Developers. Only asking because the
doc doesn't announce that change much, with something like "Within a module
there are now only two roles..."

You answered that "owner is empowered to commit and add members. artists
can be member too. very simple!" so this seemed
like clear direction.

I am absolutely not complaining that I waited two weeks, announced that I
would edit the pages to reflect this change, did so, and
was made to revert it. This is volunteer work so I really don't mind if
work is not used. But should this editing not be done by
*someone* though?

I love this project, but a lot of our communication is a bit... awkward. We
expect newcomers to land on our wiki and somehow know
that we work in "Modules", and so to follow a link to "components and their
owners" for an Organizational Chart. Then they get an
odd distinction between overlapping "Members" and "Developers" that is not
really explained well on the Roles page. Now we get
a change to that which is either not clear, or just not followed.

So again, not complaining, just wanting some clarification as I look for
ways to help with this.

Cheers, Harley
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Re: [Bf-committers] Blender 2.93 Targets

2021-02-25 Thread Harley Acheson via Bf-committers
Dalai,

> D8084 patch would have to go through Ton

Approval by Ton? That doesn't make me nervous at all. LOL


> UI module is still holding meetings, and those topics could have been
easily presented there

The patches I was worried about were really core/platform things, but those
got approved and in this
week and everything now is in a good place.  Sorry for the noise. I had
just started down a road that
involved lots of related individual changes and was getting nervous about
being in the middle of it.

But all is good. Thanks!

Cheers, Harley
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[Bf-committers] Blender 2.93 Targets

2021-02-20 Thread Harley Acheson via Bf-committers
Hello,

I’m writing to this mailing list because I am in the middle of some work
that I am really hoping to complete for release in 2.93. However, this is a
bit complicated by the UI Module now being “headless”, Brecht’s move to
Rendering, and that some of my changes are Windows-specific.

This starts with D8084  - “UI: Join or
Close Any Area” – which allows joining of almost any areas, adds the
ability to “Close” any editor, and generally makes area maintenance
functions a bit easier and more discoverable.

Because the above makes some window management functions easier to find, I
had started on some refactoring of window-creation routines, mostly to
address some long-standing problems on Windows. That is mostly done and
things are running fine on Windows now, with just a few stragglers:

An omission in my Win32 changes results in owned windows (like Window / New
Window) not being able to go “full screen”. That is fixed in D10470
.

One long-standing problem, positioning of child windows on Multiple
windows, has been improved but could be better. D10469
 makes it perfect.

A long-standing, but fairly obscure, problem where some windows could draw
text at the wrong size because of other windows with varying DPI is fixed
in D10483 .

Less important, and a bit more optional, is the last of the window-creation
refactoring, in D10419 . This mostly
just simplifies code but also makes it so that Window / New Window gives a
less complex layout.

It isn't a big problem if only some, or even none, of these are not
approved in time for 2.93, but I just don't want to scramble at the last
moment.

Regards, Harley
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Re: [Bf-committers] Proposing a unique ID for Blender objects system, for use with game engines.

2020-11-21 Thread Harley Acheson via Bf-committers
> It would be impossible task to make them truly unique across all .blend
files, there are always a possibility of collision.
> UUIDs have limitations...will not change unless there is a collision).

That does not sound right.

If 128-bit UUID are implemented properly according to standard, the chances
of collision is *zero* *for all practical purposes*. The chances of
collision are so low that implementations can ignore it. To get to a 50%
probability of at least one collision you need to create 2.71 quintillion -
so generating a billion of them per second for 85 years.  Just to get a
one-in-a-billion chance of a duplicate requires making 103 trillion.

Cheers, Harley
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Re: [Bf-committers] Tomas Havrda asking for a license

2019-10-18 Thread Harley Acheson
All that is required to answer questions about Blender licenses is to send
them to this page:

https://www.blender.org/about/license/

To expect anything else is simply bizarre. The central problem is an
employer that is
brain-dead, and the solution to that does not need to involve anyone else.
I wonder how
they are doing with getting replies from Bill Gates, Mark Zuckerburg, Jeff
Bezos, and Santa Claus.

Cheers, Harley
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[Bf-committers] Cursors, Patches, and Process

2019-08-06 Thread Harley Acheson
Hello,

I have been working on something silly that might have some useful bits,
but I’m worried that it might have grown beyond the ability to evaluate it
well. So I’m wondering if I should break it up into smaller non-breaking
incremental changes that can be evaluated and (hopefully) approved
separately.

My *experiments with the cursors *
started with something I haven’t even done yet, which is the idea of having
alternatives to choose from while painting / sculpting. But in moving
toward that my “work in progress” has grown to something huge.  Every
single blender cursor has been redrawn, large versions added for all of
them. The way that the best cursor type per operating system is selected
has been changed. New cursors added. And then the entire set of cursors
has a nicer antialiased replacements for Windows users.

But that would mean, for example, that a Windows user would not see any of
the built-in blender cursors in order to give any feedback on those. Even
Mac users would see more OS-supplied cursors so would not see all blender
cursors and would (obviously) see no Windows cursors.

So I ‘m wondering if I should break this project into pieces. All the
windows cursors can be added at once, just some files added and changes to
GHOST_WindowWin32.cpp. With that and just a few lines changed in
wm_cursors.c it would fix a bug where our cursors are invisible in Windows
when HDR and WCG are turned on:

https://developer.blender.org/T62417

Afterward I could add a separate patch that only edits the images of the
built-in cursors and maybe adds a few more. Then some changes to how the
best cursor per-OS is selected, some small changes to GHOST_WindowCocoa.mm
so Macs will use some more OS-supplied cursors. Then lots of small changes
to allow use of the new cursors in different tools, etc. All atomic changes
that break nothing but add only smaller improvements.

Is that kind of approach more reasonable, or do I keep bumbling forward
with a patch that was 132K the last time I checked? LOL

Cheers, Harley
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Re: [Bf-committers] Blender 2.8x - support and core development goals

2019-08-02 Thread Harley Acheson
Dalai,

I realize that this thread was intended for core developers, but I couldn’t
resist chiming in.

I will probably continue to work on polish and finish, mostly very small
(and largely unnoticeable) things with widgets, layout issues, and scaling
problems. I have been working lately on refreshing the mouse cursors and
related code. I have some plans for dialogs and alerts, and things I want
to do in File Manager. One day soon I’ll get back to more work I have
planned for area splitting and joining. And if I ever get past all that I
have some interest in working on some Internationalization issues, locale
stuff, fonts maybe.

But I can’t really estimate what things might be done when. I will mostly
remain known as the annoying guy who butts into all UI discussions with odd
ideas and unworkable solutions. But that is okay, everyone needs a hobby.
LOL.

Cheers, Harley
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Re: [Bf-committers] clang-format in master

2019-04-18 Thread Harley Acheson
> So I just updated to the current latest version (19.9.11) and all is fine
again.

Typo. That current version is 15.9.11

H
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Re: [Bf-committers] clang-format in master

2019-04-18 Thread Harley Acheson
Antonio & Campbell,

All is fine. The version of Visual Studio I use (Enterprise 2017) was the
latest version as of
about June of 2018 (15.7.3). That version shipped with support for clang 5
only. That was
changed to clang 6 in about November of 2018.

So I just updated to the current latest version (19.9.11) and all is fine
again.

Thanks and sorry for spamming this list.

Cheers, Harley
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Re: [Bf-committers] clang-format in master

2019-04-18 Thread Harley Acheson
Campbell,

When using Microsoft Visual Studio (Enterprise 2017 15.7.3), it does
automatically pick up
that clang is in force. It brings up a dialog box saying that "a
clang-format file was found
in your codebase."

However, doing any operations at all it shows that "an Error occurred while
formatting with
ClangFormat" with specifics of "YAML:81:21: error: unknown key
'IndentPPDirectives'

I read somewhere that "IndentPPDirectives" is relatively new (with LLVM6)
so perhaps I need
to update something. No panic here though as I am not in danger of needing
to submit anything
right away.

Yes, I can submit this as a bug if preferred.

Cheers, Harley
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[Bf-committers] 3D View Overlay Colors Patch

2019-03-01 Thread Harley Acheson
Hello,

I am in no way trying to rush anyone. I realize that everyone is very busy
doing much
more important things right now.

But I'd *love* to have some eyeballs on this patch:
https://developer.blender.org/D4298

In a nutshell it selects 3D Editor overlay colors automatically, based on
the current viewport
background. Therefore everything stays easy to read even if you change to
the "2D Animation"
workspace.



Thanks, Harley
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Re: [Bf-committers] Dev User Interface Project

2019-02-05 Thread Harley Acheson
Sergey,

> Can you try watching it again? It seems to work for me now.

Yes, I just tried it again today and it worked like a charm. Thank you very
much!

Harley
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[Bf-committers] Dev User Interface Project

2019-01-24 Thread Harley Acheson
Hello,

I have only just noticed the User Interface project page
<https://developer.blender.org/project/profile/12/>. When I click
the "Watch Project" button it says I don't have permissions. I was hoping
to become at least a watcher as the "Workboard" seems full of interesting
goodies.

I have been submitting small patches
<https://developer.blender.org/people/revisions/20967/> yet again lately
and these little UI
jobs seem to fit my spare time well. At least until cycling season starts
again...

Regards,
Harley Acheson (harley)
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[Bf-committers] Silly Little Patch

2019-01-11 Thread Harley Acheson
Hello,

Definitely not rushing anyone as I know everybody is very
busy.  And the following patch is pretty insignificant in the
grand scheme of things, just another one of my many "off
by a pixel" patches. LOL.

But I am still proud of the following as it fixes some vertical
and horizontal alignment issues for panel headers that have
bothered me for ages.

https://developer.blender.org/D4176

Harley
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Re: [Bf-committers] Use of semantic versioning

2018-12-09 Thread Harley Acheson
Personally, I cannot wait to see the amazing changes that we will
see as move from version 2.80 to 2.90 and then to 2.100

LOL
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[Bf-committers] Probe Message Privacy Issue

2018-02-28 Thread Harley Acheson
Hello,

I just got a message from the list manager with a subject of "Bf-committers
mailing list probe message"

I certainly understand the process and reason for the message. However, the
contents *exposes* the email addresses of all the 50 members listed to each
other.  Yes, the message that came to me lists my own email address
alongside 49 others.

Not that I care that anyone here knows my email address. But normally
organizations don't publish lists of addresses like this. It could be used
for spam, or could be used to make an unofficial list server, as examples.

As for the message itself, it appears that these indicate bounces from the
mail servers of Google bouncing messages from Yahoo because of an issue
with Yahoo's 550-5.7.1 DMARC policy. It looks like the message includes 50
address as a maximum number as it appears to be an alphabetically-sorted
list of gmail addresses from a-j.

Not a big issue, but thought you should know.


Cheers, Harley
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Re: [Bf-committers] Update Report a Bug Page

2016-05-20 Thread Harley Acheson
In that section I was purposely trying to minimize the
things that are in the "Do Not" section. The document's
purpose isn't to show how to submit feature requests,
ask for support etc but to tell people not to do them here.

I am well aware of recommendations to not "click here"
but am also aware of when to ignore them.

But discussions of this specific thing is just bikeshedding.
My version is just an alternative that the authors of the
original can pick *pieces from* if they choose. It was not
my intention for mine to replace theirs completely.

Harley
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Re: [Bf-committers] Update Report a Bug Page

2016-05-19 Thread Harley Acheson
Julian,

Your document can be made shorter and simpler...

https://goo.gl/ROIT8C


Cheers, Harley
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Re: [Bf-committers] Testing some CSS changes to the Blender Manual

2016-05-04 Thread Harley Acheson
Aaron,

> I updated that particular index and hopefully it is less confusing.

I was going to reply that I see no changes, since I don't

However, looking at other projects on "readthedocs.io" I now see
that my criticisms of the index are really about the workings of the
index area that they provide and not about the Blender manual in
particular. In other words every project on that site suffers the same
issues that I was trying to address.

So nevermind. LOL

Harley
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Re: [Bf-committers] Testing some CSS changes to the Blender Manual

2016-05-04 Thread Harley Acheson
Aaron,

A couple of suggestions off the top of my head about the index, which
apply to both your changes and the current version


- Clicking on an index section header opens up that section. But clicking
again on the same spot does not close it again. You must click on the
little "minus" to close even though you allow clicking anywhere to open.
Actions like this are assumed to be reversible so clicking anywhere on the
section header should close it if open.

- Related to the first issue, but separate in case you choose to make one
change and not another: You can click on a closed section title to open it
and then close it with the "+" (as mentioned above). But at this point, with
all sections closed you must click on the last section's "+" to open it
again
even though you can click anywhere on the titles of all its siblings. These
items are in identical states so should behave the same.

- When all index sections are closed you show a "+" on hover only for
the current section and that doesn't make sense because all sections will
expand the same way when clicked - the currently viewed one is no
different. If the intention is to show which item is "active" then that
should
be done is a different way. If the intent is really to show the user what
would
happen when the item is clicked then the "+" should be shown on hover for
all items.

- Clicking on a section to open it will bring us to that section's "index"
page.
the links inside that section take us to places within that area. A problem
(and an objection to my suggestions above) is that the section links do
not include one to the index file. So I've decided to examine the contents
of an area but that examination contains everything but the starting point.
The contents should include everything, including a link to the index. It is
okay that the header to the section also contains a shortcut to the same
place as a convenience.


Regards, Harley
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Re: [Bf-committers] Current state of Blender's user experience

2016-04-28 Thread Harley Acheson
Regards, Harley


08 - communication
07 - efficient
06 - more
05 - allows
04 - conventions
03 - following
02 - find
01 - I


Dear Blender Users:
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Re: [Bf-committers] Credits Page

2014-09-21 Thread Harley Acheson
My personal preference is probably for a hand-tuned static html page that
thanks
Ton then lists Core Developers, Cycles Team, Module Owners, Contributors,
Release Add-On Developers, Website Editors, Wiki Documenters, etc and also
thanks other projects and companies that provided code (Eigen, Carve,
Bullet,
Pixar, Google, Xerox, NVIDIA, Apple, etc).
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Re: [Bf-committers] Credits Page

2014-09-20 Thread Harley Acheson
Removing the page seems like an extreme reaction.

Why not just keep the page creation as it is right now but then *insert*
a static html list of the missing 253 names into an Also Thanks To
section until you have this problem sorted out properly?

Cheers, Harley
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Re: [Bf-committers] Credits Page

2014-09-14 Thread Harley Acheson
In case this is useful, I *think* we are missing the following 253
contributors, comparing
the current About page to the version from January of this year:

Aaron Keith (spudmn), 3 commits (2010 – 2011)
Adam Dominec, 1 patch – 2012
Adam Wiseman (wiseman303), 3 commits (2010 – 2012)
Adrian Winchell, 1 patch – 2009
Agustin Benavidez, 1 patch – 2012
Alain Ducharme, 1 patch – 2013
Alex Mole, 1 patch – 2005
Alex Rainchik, 1 patch – 2006
Alexander Gessler, 2 patches – 2012
Alexander Nussbaumer (beta-tester), 19 commits
Alexey Zakharov, 1 patch – 2011
Amorilia, 4 patches (2007 – 2011)
Anatoly Techtonik, 1 patch – 2012
Anders Gudmundson, 2 patches – 2006
Andre D, 1 patch – 2013
Andr退 Oliveira, 2 patches – 2011
Andre Tibben, 1 patch – 2010
Andrea Rugliancich, 1 patch – 2011
Andreas Atteneder, 1 patch – 2013
Andreas Schwab, 1 patch – 2012
Andrew Zabolotny, 1 patch – 2006
Andrey Dubravin, 2 commits
Andrey Izrantsev, 2 patches (2010 – 2013)
Andy Braham, 1 patch – 2011
Angus Hollands, 1 patch – 2012
Antonio Ospite, 1 patch – 2012
Aron Cristian, 1 patch – 2006
Aurel Wildfellner (aurel), 12 commits (2007 – 2012)
Austin Benesh, 2 patches (2005 – 2006)
Balajee R C, 1 patch – 2011
Banlu Kemiyatorn, 1 patch – 2010
Bart Crouch (crouch), 17 commits (2010 – 2013)
Bartek Skorupa (bartekskorupa), 36 commits (2011 – 2013)
Ben Stabler, 2 patches – 2006
Benjamin Tolputt, 1 patch – 2013
Bill Currie, 4 patches (2011 – 2012)
Bill N, 1 patch – 2006
Bjørnar Hansen, 1 patch – 2009
Bouchard Guillaume (guillaum), 11 commits (2010 – 2011)
Brandon Ehle, 1 patch – 2011
Brandon Northcutt, 2 commits
Brendon Murphy (meta-androcto), 196 commits (2010 – 2013)
Brian Hayward, 1 patch – 2005
Chad Fraleigh, 1 patch – 2012
Changlin Zhou, 1 patch – 2007
Chris Foster (kiravakaan), 28 commits (2010 – 2013)
Clemens Barth (blendphys), 40 commits (2011 – 2013)
Constantin Rahn (conz), 28 commits – 2011
Cory Perry (muraj), 3 commits – 2011
Cosme Dom퀀nguez D퀀az, 2 patches (2010 – 2011)
Cyril Brulebois, 1 patch – 2007
Damir Prebeg (damir), 4 commits (2011 – 2012)
Dan Grauer, 2 patch2
Dan Mcgrath, 1 patch – 2013
Daniel Amthauer, 1 patch – 2007
Daniel Balster, 1 patch – 2012
Daniel M. Basso (dmbasso), 8 commits (2011 – 2013)
Daniel Macedo, 2 patches – 2011
Dany Lebel (axon_d), 6 commits (2011 – 2012)
Dave Horner, 1 patch – 2012
David Jeske, 3 patches – 2013
David M, 4 patches (2012 – 2013)
David Millကn Escrivက, 3 patches (2006 – 2007)
David Rodriguez, 1 patch – 2013
Davide Vercelli, 1 patch – 2007
Davis Sorenson, 4 patches (2010 – 2013)
Dean Giberson, 1 patch – 2011
Dominique Lorre, 1 patch – 2010
Doug Gale, 3 patches – 2013
Drip Stone, 1 patch – 2006
Early Ehlinger, 1 patch – 2006
Eclectiel L (eclectiel), 6 commits (2011 – 2012)
Ed Gautier, 1 patch – 2011
Ejner Fergo, 2 patches (2011 – 2013)
Eric Saari, 2 patchs
Erwan Jacq, 2 patches – 2007
Fabian Fricke (frigi), 12 commits – 2010
Fahrezal Effendi, 1 patch – 2010
Felix Schlitter, 1 patch – 2012
Filiciss Muhgue, 11 patches (2009 – 2011)
Florian K怀berle, 1 patch – 2012
Florian Meyer (testscreenings), 55 commits (2010 – 2012)
Forest Ka, 1 patch – 2013
Francesco Zoffoli, 1 patch – 2012
Francois Grassard, 1 patch – 2007
Frank Richter, 2 patches – 2007
Fredrik Hallenberg, 1 patch – 2007
Fredrik Hansson, 2 patches – 2012
Gabriel Beaudin (gabhead), 2 commits – 2010
Gabriel Beloin, 1 patch – 2005
Gavin Howard, 3 patches – 2013
Geoff Gollmer, 3 patches – 2010
Georg K, 3 patches – 2012
Gerwin Damsteegt (dreampainter), 1 commit – 2011
Goran Milovanovic, 1 patch – 2011
Gottfried Hofmann, 2 patches (2012 – 2013)
gsr b3d (gsrb3d), 102 commits (2005 – 2012)
Guillaume Lecocq, 2 patches (2005 – 2006)
Hans Lambermont (hans), 8 commits – 2002
Harley Acheson, 17 patches (2010 – 2013)
Howard Brooks, 1 patch – 2009
Ignacio Fernကndez, 1 patch – 2010
Ildar Akhmetgaleev, 1 patch – 2007
Imran Syed, 4 patches – 2010
Ivo Grigull (loolarge), 6 commits (2010 – 2011)
Jace Priester (jacepriester), 1 commit – 2012
Jacob Biesinger, 1 patch – 2007
Jacob F, 2 patches (2010 – 2011)
Jaevixa Mcnomera, 2 patches – 2010
Jaggz H, 1 patch – 2012
Jakub Zolcik, 2 patches – 2013
James Chen, 1 patch – 2012
James Crosby, 2 patches – 2007
Jashank Jeremy, 2 patches – 2010
Jason Blary, 1 patch – 2007
Jason Millis, 2 patches – 2009
Jason R, 1 patch – 2007
Jason van Gumster (thefallenweeble), 3 commits
Jay Parker, 3 patches – 2012
Jean-Michel Soler, 1 patch – 2007
Jeff Doyle, 3 patches – 2009
Jeff Martin, 1 patch – 2006
Jehan Pag耀s, 1 patch – 2013
Jesse Kaukonen (gekko), 21 commits (2010 – 2012)
Jesse Werner, 1 patch – 2013
Jetze Van Beijma, 1 patch – 2007
Johannes Meng, 1 patch – 2006
John Aughey, 1 patch – 2005
John Brown (jcbdigger), 8 commits (2010 – 2011)
John Phan (darknet), 56 commits (2010 – 2013)
Jonathan Merritt, 1 patch – 2005
Jonathan Smith (jaydez), 50 commits (2010 – 2011)
Julien Duroure, 5 patches (2011 – 2012)
Julien Enche, 1 patch – 2013
Jürgen Herrmann (shadowrom), 15 commits – 2013
Kalle-Samuli Riihikoski (haikalle), 63 commits (2010 – 2013

Re: [Bf-committers] Credits Page

2014-09-14 Thread Harley Acheson
Sorry about mangling your name Jehan. Here's another try at the list...

Aaron Keith (spudmn), 3 commits (2010 – 2011)
Adam Dominec, 1 patch – 2012
Adam Wiseman (wiseman303), 3 commits (2010 – 2012)
Adrian Winchell, 1 patch – 2009
Agustin Benavidez, 1 patch – 2012
Alain Ducharme, 1 patch – 2013
Alex Mole, 1 patch – 2005
Alex Rainchik, 1 patch – 2006
Alexander Gessler, 2 patches – 2012
Alexander Nussbaumer (beta-tester), 19 commits
Alexey Zakharov, 1 patch – 2011
Amorilia, 4 patches (2007 – 2011)
Anatoly Techtonik, 1 patch – 2012
Anders Gudmundson, 2 patches – 2006
Andre D, 1 patch – 2013
André Oliveira, 2 patches – 2011
Andre Tibben, 1 patch – 2010
Andrea Rugliancich, 1 patch – 2011
Andreas Atteneder, 1 patch – 2013
Andreas Schwab, 1 patch – 2012
Andrew Zabolotny, 1 patch – 2006
Andrey Dubravin, 2 commits
Andrey Izrantsev, 2 patches (2010 – 2013)
Andy Braham, 1 patch – 2011
Angus Hollands, 1 patch – 2012
Antonio Ospite, 1 patch – 2012
Aron Cristian, 1 patch – 2006
Aurel Wildfellner (aurel), 12 commits
Austin Benesh, 2 patches (2005 – 2006)
Balajee R C, 1 patch – 2011
Banlu Kemiyatorn, 1 patch – 2010
Bart Crouch (crouch), 17 commits (2010 – 2013)
Bartek Skorupa (bartekskorupa), 36 commits
Ben Stabler, 2 patches – 2006
Benjamin Tolputt, 1 patch – 2013
Bill Currie, 4 patches (2011 – 2012)
Bill N, 1 patch – 2006
Bjørnar Hansen, 1 patch – 2009
Bouchard Guillaume (guillaum), 11 commits (2010 – 2011)
Brandon Ehle, 1 patch – 2011
Brandon Northcutt, 2 commits
Brendon Murphy (meta-androcto), 196 commits (2010 – 2013)
Brian Hayward, 1 patch – 2005
Chad Fraleigh, 1 patch – 2012
Changlin Zhou, 1 patch – 2007
Chris Foster (kiravakaan), 28 commits (2010 – 2013)
Clemens Barth (blendphys), 40 commits (2011 – 2013)
Constantin Rahn (conz), 28 commits – 2011
Cory Perry (muraj), 3 commits – 2011
Cosme Domínguez Díaz, 2 patches (2010 – 2011)
Cyril Brulebois, 1 patch – 2007
Damir Prebeg (damir), 4 commits (2011 – 2012)
Dan Grauer, 2 commits
Dan Mcgrath, 1 patch – 2013
Daniel Amthauer, 1 patch – 2007
Daniel Balster, 1 patch – 2012
Daniel M. Basso (dmbasso), 8 commits (2011 – 2013)
Daniel Macedo, 2 patches – 2011
Dany Lebel (axon_d), 6 commits (2011 – 2012)
Dave Horner, 1 patch – 2012
David Jeske, 3 patches
David M, 4 patches (2012 – 2013)
David Millán Escrivá, 3 patches (2006 – 2007)
David Rodriguez, 1 patch – 2013
Davide Vercelli, 1 patch – 2007
Davis Sorenson, 4 patches (2010 – 2013)
Dean Giberson, 1 patch – 2011
Dominique Lorre, 1 patch – 2010
Doug Gale, 3 patches – 2013
Drip Stone, 1 patch – 2006
Early Ehlinger, 1 patch – 2006
Eclectiel L (eclectiel), 6 commits (2011 – 2012)
Ed Gautier, 1 patch – 2011
Ejner Fergo, 2 patches (2011 – 2013)
Eric Saari, 2 commits
Erwan Jacq, 2 patches – 2007
Fabian Fricke (frigi), 12 commits – 2010
Fahrezal Effendi, 1 patch – 2010
Felix Schlitter, 1 patch – 2012
Filiciss Muhgue, 11 patches (2009 – 2011)
Florian Köberle, 1 patch – 2012
Florian Meyer (testscreenings), 55 commits (2010 – 2012)
Forest Ka, 1 patch – 2013
Francesco Zoffoli, 1 patch – 2012
Francois Grassard, 1 patch – 2007
Frank Richter, 2 patches – 2007
Fredrik Hallenberg, 1 patch – 2007
Fredrik Hansson, 2 patches – 2012
Gabriel Beaudin (gabhead), 2 commits – 2010
Gabriel Beloin, 1 patch – 2005
Gavin Howard, 3 patches – 2013
Geoff Gollmer, 3 patches – 2010
Georg K, 3 patches – 2012
Gerwin Damsteegt (dreampainter), 1 commit – 2011
Goran Milovanovic, 1 patch – 2011
Gottfried Hofmann, 2 patches (2012 – 2013)
gsr b3d (gsrb3d), 102 commits (2005 – 2012)
Guillaume Lecocq, 2 patches (2005 – 2006)
Hans Lambermont (hans), 8 commits – 2002
Harley Acheson, 17 patches (2010 – 2013)
Howard Brooks, 1 patch – 2009
Ignacio Fernández, 1 patch – 2010
Ildar Akhmetgaleev, 1 patch – 2007
Imran Syed, 4 patches – 2010
Ivo Grigull (loolarge), 6 commits (2010 – 2011)
Jace Priester (jacepriester), 1 commit – 2012
Jacob Biesinger, 1 patch – 2007
Jacob F, 2 patches (2010 – 2011)
Jaevixa Mcnomera, 2 patches – 2010
Jaggz H, 1 patch – 2012
Jakub Zolcik, 2 patches – 2013
James Chen, 1 patch – 2012
James Crosby, 2 patches – 2007
Jashank Jeremy, 2 patches – 2010
Jason Blary, 1 patch – 2007
Jason Millis, 2 patches – 2009
Jason R, 1 patch – 2007
Jason van Gumster (thefallenweeble), 3 commits
Jay Parker, 3 patches – 2012
Jean-Michel Soler, 1 patch – 2007
Jeff Doyle, 3 patches – 2009
Jeff Martin, 1 patch – 2006
Jehan Pagès, 1 patch – 2013
Jesse Kaukonen (gekko), 21 commits (2010 – 2012)
Jesse Werner, 1 patch – 2013
Jetze Van Beijma, 1 patch – 2007
Johannes Meng, 1 patch – 2006
John Aughey, 1 patch – 2005
John Brown (jcbdigger), 8 commits (2010 – 2011)
John Phan (darknet), 56 commits (2010 – 2013)
Jonathan Merritt, 1 patch – 2005
Jonathan Smith (jaydez), 50 commits (2010 – 2011)
Julien Duroure, 5 patches (2011 – 2012)
Julien Enche, 1 patch – 2013
Jürgen Herrmann (shadowrom), 15 commits – 2013
Kalle-Samuli Riihikoski (haikalle), 63 commits (2010 – 2013)
Kanttori, 3 patches (2011 – 2013)
Keith Astoria, 1 patch – 2010
Keith Boshoff, 2 patches – 2010
Ken Nign (ken9), 5 commits

[Bf-committers] Credits Page

2014-09-13 Thread Harley Acheson
Hello,

The About/Credits http://www.blender.org/about/credits/ page is not
accurate.

The version of it on January 22 2014 showed me as having 17 patches
(2010-2013)
http://web.archive.org/web/20140122054638/http://www.blender.org/about/credits/


But I've been off the page since at least July 10 2014:
http://web.archive.org/web/20140710064750/http://www.blender.org/about/credits/


I see many others listed on the earlier page that are not on there now, and
others who show smaller numbers for commits than earlier. Obviously not
very good developer relations to lose track of contributors and
contributions.


Regards,

Harley Acheson
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Re: [Bf-committers] Credits Page

2014-09-13 Thread Harley Acheson
Hello Again,


Looking at it a little closer, in November 13 2013 the credits page
acknowledged
451 individual contributors, while the current page lists only 238 people.
 So 213
have been dropped from it.



On Sat, Sep 13, 2014 at 9:50 AM, Paolo Acampora palu...@gmail.com wrote:

 Surely many people is left outside by the autogenerated system, I never
 thought it was a problem, after all the purpose of my contributions was
 never to just appear on the list, but I'm sure there are others, like me,
 mentioning their blender work in their resumes, and of course not being
 mentioned at all is not good PR.

 It would be nice to have an option for people to report their commits and
 ask to be enlisted.

 Regards,
 Paolo

 Paolo Acampora, palu...@gmail.com
 M +44 (0) 7474 009566
 Thecnical Director at MAD entertainment, Naples (Italy)

 2014-09-13 17:45 GMT+02:00 Harley Acheson harley.ache...@gmail.com:

 Hello,

 The About/Credits http://www.blender.org/about/credits/ page is not

 accurate.

 The version of it on January 22 2014 showed me as having 17 patches
 (2010-2013)

 http://web.archive.org/web/20140122054638/http://www.blender.org/about/credits/


 But I've been off the page since at least July 10 2014:

 http://web.archive.org/web/20140710064750/http://www.blender.org/about/credits/


 I see many others listed on the earlier page that are not on there now,
 and
 others who show smaller numbers for commits than earlier. Obviously not
 very good developer relations to lose track of contributors and
 contributions.


 Regards,

 Harley Acheson
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Re: [Bf-committers] Credits Page

2014-09-13 Thread Harley Acheson
If it isn't possible to get the diff author information back we could
_consider_ the following:

Correct a *single* commit (only) for each of the 213 missing contributors,
abandon the
commit count as being inaccurate from now on, and create a new Credits
page listing
all contributors without commit count but sorted: Ton, Core devs, module
owners,
committers, everyone else.

Harley
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Re: [Bf-committers] Why can't blender delete directories?

2014-05-25 Thread Harley Acheson
 Recursive delete isn't implemented on windows

Recursive delete of a directory (one with contents including other
directories with contents) can be done with one call to SHFileOperation

Harley
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Re: [Bf-committers] GSoC 2014 Aspirant: Implementation of a Pyramid Primitive in Blender

2014-03-18 Thread Harley Acheson
 If it's a pyramid it should have it's own create method

I don't agree...

We could duplicate the current cone code, call it pyramid, and restrict
it to 3 or 4 sides only. But that would be incorrect because a pyramid can
have any number of sides. So then cone and pyramid would be identical.
 Hmmm... that's because they are basically the same things.

We could rename our cone to pyramid or to Cone / Pyramid or people
can just get used to the difference in terminology. But having two items in
the list doing the same job with different names seems silly...

Harley
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Re: [Bf-committers] GSoC 2014 Aspirant: Implementation of a Pyramid Primitive in Blender

2014-03-15 Thread Harley Acheson
 A pyramid has a polygonal base with n-sides, n=3 or n3...

Yes, but as Campbell mentions, we get exactly that if we add a cone but
change the vertices to three or four? As shown in this
imagehttp://www.pasteall.org/pic/show.php?id=68305
:

[image: Inline image 1]

Harley
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Re: [Bf-committers] ED_area_headerprint guideline?

2014-02-12 Thread Harley Acheson
I prefer to have the operation first, then current state as on or off
or value in brackets if applicable, then a colon, then the keys (using /
if multiple). Separating each block with comma but I'd rather have some
nicer separator. And I'd only show the on/off state if it is a toggle, not
when it using a key as a modifier (since the user knows when Shift is being
held down).

For example the Knife tool is currently:

LMB: define cut lines, Return/Spacebar: confirm, Esc or RMB: cancel, E: new
cut, Ctrl: midpoint snap (Off), Shift: Ignore snap (off), C: angle contrain
(On), Z: cut through (Off)

I'd rather it be:

Set endpoint: LMB, Confirm: Return/Space, Cancel: Esc/RMB, New: E, Midpoint
Snap: Ctrl, Ignore Snap: Shift, Angle Contrain (on): C, Cut through (off): Z

A screenshot example:

[image: Inline image 1]


On Wed, Feb 12, 2014 at 8:32 AM, Dalai Felinto dfeli...@gmail.com wrote:

 Hi all,
 I was working in the headerprint for the walk and fly navigation and I
 was wondering if we have a standard/guideline for the operators
 messages.

 A few examples showing some inconsistency:

 Knife Tool operator:
 
 LMB: define cut lines, Return/Spacebar: confirm, Esc or RMB: cancel,
 E: new cut, Ctrl: midpoint snap (OFF), ...

 Vert Slide operator:
 
 Vert Slide: 0.001, (E)ven: OFF, Alt or (C)lamp: ON

 Grease Pencil Erase Session:
 
 Grease Pencil Erase Session: Hold and draw LMB or RMB to erase |
 ESC/Enter to end


 That made me wonder about a few points:

 * When to use /, when to use or?
 * When to use , when to use |
 * Should we have the shortcut mixed with the action (e.g., (C)lamp)
 whenever we can?
 * Should we have the value (ON/OFF) outside parenthesis?
 * Why to omit the cancel/confirm actions in some cases (vert slide,
 bisect, ...) but not in others (knife)?
 * Why to use  shortcut:action (e.g., LMB: cut) instead of
 action:shortcut(e.g., Cut: LMB). 2.49, Fly Navigation at least, was
 using the latter.
 * Should we always show the value (ON/OFF) for the actions that are
 enabled/disabled with press/release (e.g., Ctrl in Knife Cut, or Shift
 in the walk navigation)?
 * ... probably other questions to be pinpointed, I didn't look to all cases


 I'm not volunteering to tackle this, but I think this is something the
 UI team could/should take a look. It would be nice to have a guideline
 for this somewhere.

 Cheers,
 Dalai
 --
 blendernetwork.org/dalai-felinto
 www.dalaifelinto.com
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Re: [Bf-committers] About default values

2014-01-23 Thread Harley Acheson
LOL.

Sure, I was a little peeved that those patches were not accepted, but what
really soured me was that in all this time later the reset defaults menu
item
has not been removed as mentioned and the to-do item has not been edited,
either of which would take moments to do. Taken together it shows a
dysfunction
that discourages contribution.

Harley Acheson



  Note that Harley Acheson made a large effort in this direction, but
 seemed
  to have trouble getting it accepted, see the thread here:
 
 http://lists.blender.org/pipermail/bf-committers/2013-January/038965.html[1]
  and the patch he made here:
  https://developer.blender.org/T32894 [2]
 
  Maybe make sure of the destiny of your efforts before you put them in...
 

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Re: [Bf-committers] GHOST/Win32 dead-key-fix?

2013-09-19 Thread Harley Acheson
 It seems this was committed 6 months ago but no one closed the report.

LOL - Oh well, at least we can assume it works okay then.

Cheers, Harley
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Re: [Bf-committers] GHOST/Win32 dead-key-fix?

2013-09-18 Thread Harley Acheson
Campbell,

That bug thread goes on for ages and addresses some other issues as well,
which is confusing. Here is a better (short) summary of the problem:

This bug happens only to Windows users who use a keyboard layout that uses
dead keys to create accented characters in European languages. The
keyboard layout in the bug was the US (International) keyboard layout
which
does this for tilde, quote, and double-quote characters.

These layouts, for example, let you press the tilde key and then the e
to get
an accented e.   Press the dead key twice and you get the actual
character,
like double-quote. Press the dead key and then a character that cannot be
accented, like L and you will get the dead key and the L

In Blender, when using this type of keyboard layout, the dead keys are
simply
swallowed up.  It is not just that you don't get accented characters, but
that you
have no way of making a quote or double-quote character. This can make
programming in Python a bit difficult...


The patch almost completely fixes the issue.

It allows you to press the dead keys and get the accented character exactly
as
you expect.  However you must *always* press the dead key to get that key.
So you must press double-quote twice to get a double-quote.  I'm pretty sure
that this is as close as we get to perfect with the way we are dealing with
keyboard
input (raw key presses rather than characters).

Harley



On Wed, Sep 18, 2013 at 7:35 PM, Campbell Barton ideasma...@gmail.comwrote:

 Going over the tracker and noticed theres an old ms-windows bug with
 dead-keys on international keyboards.

 Harley Acheson submitted a fix which apparently works well, but for
 some reason the patch remains uncommitted.

 *bug* https://projects.blender.org/tracker/index.php?func=detailaid=33678
 *fix* https://projects.blender.org/tracker/index.php?func=detailaid=33709


 While this is an awkward quirk of the API theres a lot of info online
 about this problem and the solution.

 Heres the same issue reported and fixed for qt4 for example.

 QT4 Had the same bug, their report and fix.
 *bug* https://bugreports.qt-project.org/browse/QTBUG-33409
 *fix*
 https://qt.gitorious.org/qt/qt/commit/68331c5436506b6f9b4c2a49692a09020e4eef27

 Would an ms-windows developer be able to check on this patch for 2.69
 release?

 --
 - Campbell
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Re: [Bf-committers] UNC shares getting closer to working

2013-08-13 Thread Harley Acheson
Another option, although I'm not really recommending it, is to *require*
the long
form of UNC, which won't collide with Blender's use of \\

So instead of using \\computer\sharename\path\file.blend

you require this form:

\\?\UNC\computer\sharename\path\file.blend

Doing this also means that you can use paths longer than 259 character
in Window XP.  In fact, if you want to use really long paths under XP you
might
even want to allow drive-mapped files in this format as well:

\\?\D:\path\file.blend

Obviously this form still has the double-backslash, but it is always
followed by
a ?\ which will not occur anywhere else, so just check for \\?\ and assume
it is a windows long UNC.

Harley





On Tue, Aug 13, 2013 at 3:23 PM, W. Nelson indigitalsp...@yahoo.com wrote:

 I have been discussing the UNC shares fix with Elubie.  She has a quick
 fix that addresses most of the issues.

 One of the biggest remaining issues is the use of the double hack use for
 .blend path versus network location handling UNC.  This is a bit tricky
 since there is no uniform file handling routine or module in Blender for
 all code to use.  It is handled by multiple tailored code segments in
 different parts of the codebase.

 In the tricky context of it possibly being a UNC or .blend path I propose
 that those routines check a user preference before proceeding.  This will
 be default \\  UNC off and tickable to on.  Or maybe put and operator in
 the FileExternal Data menu somehow to establish this and maybe save with
 individual files.


 Therefore the user/studio can determine in those circumstances if it wants
 to use \\ as UNC instead of .blend path.  Obviously it will have to
 establish a business rule amongst its workforce that the choice is don't
 use \\ as a .blend path shortcut.  Of course 3rd party addon use will also
 have to be considered.


 The other logic fix is evaluate as a .blend path as usual but if there is
 an error or a detectable discrepancy in loading/saving then evaluate as a
 UNC path next  to see if a the discrepancy is resolved, then if error, fail
 out if need be.  This would work for missing files on load or missing file
 path segments on save.  So in cases where Blender would make a path, it
 would check first to see if there is a valid UNC path of the same
 reference.  If so, it would use that instead of making a path locally where
 the .blend file is.

 These types of fixes could be worked to fix existing code and then there
 should be a coding standard set that subsequent merges/patches will adhere
 to this standard since a standard file i/o module is not very realistic at
 this point.


 This should give a fairly good workable system for those that want to use
 UNC shares


 Existing patch tracker ticket:

 https://projects.blender.org/tracker/index.php?func=detailaid=21836group_id
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Re: [Bf-committers] UNC shares getting closer to working

2013-08-13 Thread Harley Acheson
My worry with requiring long UNC is that in my experience not many people
are familiar with it, even amongst those that are familiar with regular UNC
paths.

If you are going to require the use of something fairly obscure, you might
as well use something *better*.  Use a URI instead.

so for a unc path you would require this form:

file://computer/share/file.blend

and even drive-mapped paths could use:
file:///c:/path/file.blend

using a URI with a scheme like this, it means that we can (eventually)
support
other schemes like http, https, dav, ftp, file, afp, beshare, content, etc

and again, does not collide with the Blender use of \\ as none of the above
support relative paths.

Harley



On Tue, Aug 13, 2013 at 4:31 PM, W. Nelson indigitalsp...@yahoo.com wrote:

 Anything workable even though it's maybe not ideal will let the show go
 one for a lot of people more than being a show stopper for a lot of people.
 JTa

   --
  *From:* Harley Acheson harley.ache...@gmail.com
 *To:* W. Nelson indigitalsp...@yahoo.com; bf-blender developers 
 bf-committers@blender.org
 *Sent:* Tuesday, August 13, 2013 4:16 PM
 *Subject:* Re: [Bf-committers] UNC shares getting closer to working


 Another option, although I'm not really recommending it, is to *require*
 the long
 form of UNC, which won't collide with Blender's use of \\

 So instead of using \\computer\sharename\path\file.blend

 you require this form:

 \\?\UNC\computer\sharename\path\file.blend

 Doing this also means that you can use paths longer than 259 character
 in Window XP.  In fact, if you want to use really long paths under XP you
 might
 even want to allow drive-mapped files in this format as well:

 \\?\D:\path\file.blend

 Obviously this form still has the double-backslash, but it is always
 followed by
 a ?\ which will not occur anywhere else, so just check for \\?\ and
 assume
 it is a windows long UNC.

 Harley





 On Tue, Aug 13, 2013 at 3:23 PM, W. Nelson indigitalsp...@yahoo.comwrote:

 I have been discussing the UNC shares fix with Elubie.  She has a quick
 fix that addresses most of the issues.

 One of the biggest remaining issues is the use of the double hack use for
 .blend path versus network location handling UNC.  This is a bit tricky
 since there is no uniform file handling routine or module in Blender for
 all code to use.  It is handled by multiple tailored code segments in
 different parts of the codebase.

 In the tricky context of it possibly being a UNC or .blend path I propose
 that those routines check a user preference before proceeding.  This will
 be default \\  UNC off and tickable to on.  Or maybe put and operator in
 the FileExternal Data menu somehow to establish this and maybe save with
 individual files.


 Therefore the user/studio can determine in those circumstances if it wants
 to use \\ as UNC instead of .blend path.  Obviously it will have to
 establish a business rule amongst its workforce that the choice is don't
 use \\ as a .blend path shortcut.  Of course 3rd party addon use will also
 have to be considered.


 The other logic fix is evaluate as a .blend path as usual but if there is
 an error or a detectable discrepancy in loading/saving then evaluate as a
 UNC path next  to see if a the discrepancy is resolved, then if error, fail
 out if need be.  This would work for missing files on load or missing file
 path segments on save.  So in cases where Blender would make a path, it
 would check first to see if there is a valid UNC path of the same
 reference.  If so, it would use that instead of making a path locally where
 the .blend file is.

 These types of fixes could be worked to fix existing code and then there
 should be a coding standard set that subsequent merges/patches will adhere
 to this standard since a standard file i/o module is not very realistic at
 this point.


 This should give a fairly good workable system for those that want to use
 UNC shares


 Existing patch tracker ticket:

 https://projects.blender.org/tracker/index.php?func=detailaid=21836group_id
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Re: [Bf-committers] Embedded Bfont violates GPL

2013-07-17 Thread Harley Acheson
Tom,

IRIE Shinsuke is not saying that we are not allowed to use, embed, or
rename fonts, assuming they have a suitable license.

What is being stated is that this *particular* font includes restrictions
in its license that make it incompatible with the GPL so it shouldn't
be embedded inside a GPL program. But as you state, we should
still be able to use it if we just use it as a separate file instead.

http://dejavu-fonts.org/wiki/License

Harley
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-08 Thread Harley Acheson
Sorry, I wasn't trying to derail the talk of a multi-column menu. I was just
trying to add that our layout sometimes works against quickly reading
and understanding.

In the following example, the only things that have changed is the padding
between the left edge and the icons, the space between the icons and
the text, and the brightness of the separator lines.  Those lines should not
extend edge-to-edge.

http://www.pasteall.org/pic/show.php?id=55137

Our menus need padding like that, especially to give the icons some
breathing room.

Cheers, Harley
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-08 Thread Harley Acheson
I realized after sending that last email that I would probably use even
more margin around the icons, and it looks best if the separators do
not extend between them.  Like this:

http://www.pasteall.org/pic/show.php?id=55157

Cheers, Harley
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-07 Thread Harley Acheson
Short of a big overhall, there are also simple things we can do.

The following shows the current menu on the left. On the right there
has been some margin added to the left of the icons so they are not
scrunched against the left. The separators are made a lot less invisible,
and are not extended to the edges.

http://www.pasteall.org/pic/show.php?id=55110
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-06 Thread Harley Acheson
I'm for any change that places the items in a *consistent* place.   It is
easier to
find things on the Modifiers list mostly because it doesn't flip order
depending
on where it is when you click on it, unlike the rest of our menus.  The
order
change is what forces me to scan through the list every time.

Not convinced?  Then perhaps we should consider changing the Modifier list
so
that it behaves like all the rest. So it would look like it does now if you
open it in
the top-half of the application, but like the following if it is in the
lower half:

[image: Inline image 1]

The order of a list should not depend on where you open it.

Cheers, Harley
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-06 Thread Harley Acheson
Of course I realize the reason we do the order-flipping is so that the
the same items remain the same distance from the mouse when you
open the menu.

That would mean that if we open the Modifiers list from the bottom-
LEFT it should then flip not only vertically but also horizontally::

[image: Inline image 1]

LOL
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-06 Thread Harley Acheson
In case you are not able to see the images I linked to, here
are their URLs:

Modifiers list from bottom-right
http://www.pasteall.org/pic/show.php?id=54999

Modifiers list from bottom-left
http://www.pasteall.org/pic/show.php?id=55000

Harley
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Re: [Bf-committers] Pausing render

2013-06-17 Thread Harley Acheson
Actually I'd love more than just a pause.  I'd like to save the entire
rendering
state into the blend file.  So I can launch Blender, open up an existing
file and
continue rendering from where it left off the last time.

So create a film file like Luxrender's Fleximage but also also allow us to
pack
it into the blend.

Harley

**



On Mon, Jun 17, 2013 at 1:18 PM, Knapp magick.c...@gmail.com wrote:

 On Mon, Jun 17, 2013 at 3:46 PM, Pablo López Soriano ked...@gmail.com
 wrote:
  Hey Knapp, there is a workaround to pause the render: export in image
  sequence. If you cancel the render you will always have all the rendered
  frames saved, and could start another render from the last rendered
 frame.
  Cheers,
  Pab.

 I am not talking about frames from a film but cycles from the cycles
 render engine. A normal picture might take 5000 cycles and on my
 computer that could mean 19 hours of render time. I often want to use
 the internet or whatever during that time and would like to pause
 blender to do so.

 BTW running with 1 thread instead of my max 2 does not help much. Good
 idea though.


 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Harley Acheson
Jürgen,

If we are considering dropping Windows XP we should probably also
consider dropping the other operating systems that have even less usage.
Which is everything else besides Windows 7. So every version of
Mac and all flavors of Linux combined.  LOL

Harley
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Re: [Bf-committers] Please turn off Auto Run Python Scripts by default

2013-06-08 Thread Harley Acheson
Something quite important has to happen in order to turn a one-to-one
attack into a virus-like problem.

As patient zero I get the first bad blend. It can't immediately do
something bad to me or that is the end of the infection as I will not be
able to infect anyone else. Instead it needs to make it so that any new
files I create (and/or old ones) contain the same bad behavior. Otherwise
it can't replicate.

So isn't the answer simple?  Just not allow a *script* to set any settings
related to the auto-running of scripts?
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Re: [Bf-committers] Please turn off Auto Run Python Scripts by default

2013-06-07 Thread Harley Acheson
I still maintain that this an attempt to deal with what is only a
(hypothetical) one-to-one attack.  This is not like a Word macro or
virus-infected exe which results in a one-many-many attack.

One-to-one attacks aren't worth dealing with since the damage doesn't
spread outward from the attacked. There are uncountable ways of one person
attacking one other. I'd probably just embed the file icon for Blender into
a new executable and name it bunny.blend.exe...

Harley
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Re: [Bf-committers] Please turn off Auto Run Python Scripts by default

2013-06-04 Thread Harley Acheson
That it is possible to create something bad withing a Blend file is not
enough, on its own, for this to be a threat worth considering.  Trying to
propagate a virus or other nasty behavior via Blend files would be a silly
waste of time for the perpetrator.

This is because it is not a method that can attain momentum and continue.
If I download a bad Blend file that erases my files or infects me with
something that outcome will not, in turn, lead to others being similarly
affected.  I will know where I got the file from and it will be quite easy
to ensure nobody else is similarly inconvenienced. The process has
stopped.  This is quite unlike a macro inside a Word Document or a
virus-infected executable.

Harley
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Re: [Bf-committers] Stereoscopy Implementation Proposal

2013-04-06 Thread Harley Acheson
Bartek,

 WRONG! When two view of an object are identical it tells your brain that
they are ON THE SCREEN.
 When positive parallax of an object equals the distance between viewer's
eyes - they appear at infinity.

To be fair, he's not wrong. But neither are you, since you are both talking
about different things...

You are right in that if you present the same image onto a *screen* in
front of the user then it will appear to be at the depth of the screen
itself.  Really no different than a normal 2D image on the screen and the
user can determine the distance to it using convergence.  Your right eye
has to look a little to the left, and the left eye rotates a little to the
right, the amount of which your brain uses to gauge the distance.

However, the presentation was talking about VR headsets like the Oculus
Rift.  Present an identical image to each eye on this type of headset and
you no longer have convergence to determine depth.  Each eye will stare
straight forward in this case and your brain will therefore place the image
at infinity as was mentioned in the presentation.

Cheers, Harley
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Re: [Bf-committers] Stereoscopy Implementation Proposal

2013-03-26 Thread Harley Acheson
Dalai,

This might be a silly comment but it might simplify things by removing the
need to switch into stereoscopic mode at all.

Instead consider that our camera is *always* capable of producing an image
from *center*, left, or right eye views with the default being the current
behavior of center.

So for viewport display options you don't need to click the Stereo
checkbox, select left/right/both and also mode.  Replace all of these
with a single list containing center, left eye, right eye, Anaglyph
Stereo, side by side stereo, etc.

So no need then for the Stereoscopy checkbox in scene either.  It is all
just a matter of which eye(s) to render and how to display them. It all
becomes a bit simpler if you add center...

Cheers, Harley
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Re: [Bf-committers] Suggestion: Drop zip archives (Windows releases)

2013-03-09 Thread Harley Acheson
Thomas,

You talked about the pros and cons of the *formats* but not of the
pros and cons of your proposal.  What maintenance is really involved
in taking a folder of files and compressing it into two archives versus
one?

The pros include more choice and much more convenience for the
user.  The cons include 5 seconds more time involved in a batch process
creating two archives, and 50 megabytes of storage on the server per
release.

I'd say if you really have to drop one of the two archive types for
Windows then drop 7z and keep the zip - the one that is *integrated into
the operating system*.

It is true that you only use one archive format for Mac, but that format is
zip. All arguments about 7z being better than zip would apply there too but
I doubt anyone would consider changing all archives for all OSs to 7z.

Harley



Anyway, I don't think we should keep 3x different types of binaries (*2
 for the architecture) for Windows, as for Mac and Linux we also only
 provide one for each bitness.

 Best regards,
 Thomas


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Re: [Bf-committers] Suggestion: Drop zip archives (Windows releases)

2013-03-09 Thread Harley Acheson
Sean,

 According the the steam software survey 45% of Windows users have Winrar
installed.
 18% have 7-zip installed.  I believe (but don't know) that winrar opens
7z files.  That
 still leaves 38% of windows users in the dark.

Those stats probably show that 55% of Steam users in the dark, not 38%. You
are
assuming that 45% have winrar and a different 18% have 7zip.  But those two
groups
would mostly overlap. Yes, winrar can uncompress 7z but 7zip cannot
compress to rar.

The best mental exercise I have is finding out from my older mother or my
young
daughter that they have just downloaded a 7z file and don't know how to
proceed.
Now tell them on the phone that they will need a new application. Do you
remember
the url off the top of your head or do you have to google it or tell them
to do so?  Do
I really have to go to their computer and do it *for* them?  Something that
would not be
neccessary with a zip

Harley
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Re: [Bf-committers] Suggestion: Drop zip archives (Windows releases)

2013-03-09 Thread Harley Acheson
Mikhail,

Anyway pool on blenderartists should show actual users preferences.

A pool on BlenderArtists could show that a majority of windows users can
open 7z, but it will remain that *ALL* of them can open zip.

Harley
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Re: [Bf-committers] Suggestion: Drop zip archives (Windows releases)

2013-03-09 Thread Harley Acheson
Bastien,

 Not a Windows user, but I seriously wonder what people who are not able
 to open a .7z could do with Blender? 3D programs are among the most
 complex pieces of software, so if they can’t even manage to find how to
 extract some .7z...

That might be a fair comment about some users, but it doesn't really
apply to the discussion. Unless we want to make the choice of archive
format a test of computer competence.

So we could choose an even more obscure format to make it even
harder to install, as that would have to help them or us somehow...

Harley
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Re: [Bf-committers] Blender developer meeting notes - March 3, 2013

2013-03-03 Thread Harley Acheson
Hello,

 - Request: can someone help us to add support for Windows network
 UNC paths (like \\SomeHost\Share\blends\) in Blender?

The last time I checked into it there were changing all backslashes to
forward slashes (both work on Windows), probably so that we could assume
forward slash as the separator in other path functions.  So the initial
\\ then conflicts with the // we use to designate same folder as
blend. There was also an assumption that all absolute paths needed to
start with a drive letter and colon so we basically break the string with a
bunch of over-zealous sanity checks.

But I'm also pretty sure that I remember seeing at least one patch on the
tracker that fixes this and allowed UNC paths...

Harley
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Re: [Bf-committers] Blender developer meeting notes - March 3, 2013

2013-03-03 Thread Harley Acheson
 - Request: can someone help us to add support for Windows network
 UNC paths (like \\SomeHost\Share\blends\) in Blender?

Further to this, there a patch from March 2010 that seems to have
languished on the tracker...

http://projects.blender.org/tracker/index.php?func=detailaid=21836group_id=9atid=127

But if you need further help or specific help or any kind of help please
let me know. I have
worked as a Network Administrator for large Windows domains for many years
and am
also quite familiar with the Windows API.

Cheers, Harley
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[Bf-committers] Links to Online Manual

2013-03-03 Thread Harley Acheson
Hello,

I've noticed lots of room for improvement for the Online Manual you
get when you right-click on most UI items.  Most of the time it takes you
to a less-than-ideal page and sometimes it even fails (the layout list and
scene list for examples).

I would like to do some work on that, mostly just some simplification of
WM_OT_doc_view_manual in wm.py and a reworking of url_manual_mapping
in rna_wiki_reference.py.

Is there anyone in particular I should talk to about this or should I just
dive in?  It looks like something that could keep me busy for a while...

Harley
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[Bf-committers] Build Error: collada_utils.cpp

2013-03-02 Thread Harley Acheson
Hello,

Since commit #54970 I'm having a compilation error (scons msvs9)
with collada_utils.cpp:

collada_utils.cpp(59) : fatal error C1083:
  Cannot open include file: 'bmesh.h': No such file or directory


Cheers, Harley
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[Bf-committers] Reset to Defaults Updated Sample Patch

2013-03-02 Thread Harley Acheson
Hello,

I've noticed that Reset to Default Values has not been removed.

To help in evaluating whether that feature is useful I have made a new
patch against the current state of SVN (54976).  This one adds default
values to almost all the items found only on the Scene panel of the
Properties editor.  I have only done that one panel because of the time
involved.  I am hoping that you can try it and wade in on whether this is
useful.

So please try the following patch:
http://projects.blender.org/tracker/download.php/9/127/32894/24303/DefaultsAsDefinesScene.diff

Once installed you should be able to right-click on almost anything on that
panel and reset to default values including render dimensions, frame range,
etc.  It is especially nice on the layers region because it would not be
too obvious to many people which 6 of the 9 layers are included by default,
or which 2 of the 18 passes are enabled by default.

Cheers, Harley
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Re: [Bf-committers] Blender developer meeting notes, 24 February 2013

2013-02-24 Thread Harley Acheson
 replacing GL_SELECT...Could be simply replaced with using back-buffer
color codes.

Is that the idea where the buffer contains a unique solid color code for
each object?  So you know what is under the mouse by testing that one color
under the mouse pointer?

I might be completely misunderstanding this, but that seems like it would
work well for simple cases but would not help with our quite unique
selection method in Blender. I now click once and it selects that obvious
object under the mouse, but click again and it selects the nearby object
behind it, click again and it selects the next nearest object that might be
completely occluded by the first and second.  So what is currently being
pointed at isn't an easy question that could be helped with that color
buffer.

But again, I might be completely misunderstanding it all...

Harley
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[Bf-committers] Error Compiling Since 54755

2013-02-22 Thread Harley Acheson
Hello,

Since #54755, changes to DNA_genfile have stopped compilation (scons,
msvs9):

...
Compiling == 'dna_genfile.c'
dna_genfile.c
DNA_genfile.h(63) : error C2146: syntax error : missing ')' before
identifier 'do_endian_swap'
DNA_genfile.h(63) : error C2081: 'bool' : name in formal parameter list
illegal
DNA_genfile.h(63) : error C2061: syntax error : identifier 'do_endian_swap'
DNA_genfile.h(63) : error C2059: syntax error : ';'
DNA_genfile.h(63) : error C2059: syntax error : ')'
dna_genfile.c(221) : error C2061: syntax error : identifier 'ispointer'
...


Cheers, Harley
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[Bf-committers] Windows dead key accented characters

2013-02-19 Thread Harley Acheson
Hello,

Bug 
#33678http://projects.blender.org/tracker/index.php?func=detailaid=33678group_id=9atid=498seems
fairly important. Windows users with international keyboard layouts
can't enter some common characters, like quote and double-quote, into the
text editor.
Needless to say this would make it pretty hard to work with python files.

These keyboard layouts have dead keys that you press to alter the key
that follows. For
example the US (International) keyboard layout allows you to press the
double-quote key
and then e to get an e with a umlaut, or the ^ then e to get an e
with a circumflex.
The only downside is that you (usually) have to press that dead key twice
to get the actual
key (the double-quote or caret in these examples).  Our current text
processing does not
support the entry of accented characters when these types of keyboard
layouts are selected.
In fact in those cases the dead character is swallowed up, so you can't
enter a double-quote
character at all.

The fix is simple and straight-forward, but has been on the patch tracker
for a while now...
http://projects.blender.org/tracker/index.php?func=detailaid=33709group_id=9atid=127


Cheers, Harley
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[Bf-committers] Reset to Defaults...

2013-01-26 Thread Harley Acheson
Hello,

Being able to right-click on UI elements, select Reset to Defaults and
have it do so
(instead of setting to zeros) has been a long-standing to do item.  It
took very many
hours but I did so for over 200 of the most obvious defaults. I then
changed the way it was
done as per a request by Campbell, then changed it again as per Brecht.

It has been languishing in the tracker for 3 months now.  It is 185k,
affects many files, and
it will only get harder to commit as more times passes. Needless to say I
will be a bit
disappointed if it just becomes stale and is forgotten.

http://projects.blender.org/tracker/index.php?func=detailaid=32894group_id=9atid=127

Cheers, Harley
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Re: [Bf-committers] Compile Failure since 53730?

2013-01-12 Thread Harley Acheson
Campbell,

 Replaced with BLI_INLINE define, should work now.

Nice!  I didn't notice that.  There are a few other places that could use
that define instead of of defining their own:

http://www.hacheson.com/files/_hidden/BLI_Inline.diff


Harley
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[Bf-committers] Right-click Menu Changes?

2013-01-12 Thread Harley Acheson
Hello,

My proposal to change the properties context menus has been watered down a
bit after
a lot of discussion.  Gone are the multi-level menus and the overuse of
icons.  The current
patchhttp://projects.blender.org/tracker/download.php/9/127/33052/23532/RightClickMenu2.diffin
tracker
ticket 
#33052http://projects.blender.org/tracker/index.php?func=detailaid=33052group_id=9atid=127changes
only the following:

   - Adds Copy to Clipboard and Paste from Clipboard
   - Adds icons only to the beginning of each group of related items
   - Fixes the alignment issue with Change Shortcut and Remove Shortcut

These (small) changes are illustrated in the following image:

http://projects.blender.org/tracker/download.php/9/127/33052/23533/RightClickMenu2.png


Cheers, Harley
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[Bf-committers] Compile Failure since 53730?

2013-01-11 Thread Harley Acheson
Hello,

Getting errors compiling (scons VS9) since 53730 with errors
in editmesh_knife.c. Compiles fine if I revert that one change.

Harley


source\blender\editors\mesh\editmesh_knife.c(228) :
  error C2054: expected '(' to follow 'inline'

source\blender\editors\mesh\editmesh_knife.c(229) :
  error C2085: 'round_ftoi' :not in formal parameter list

source\blender\editors\mesh\editmesh_knife.c(229) :
  error C2143: syntax error : missing ';' before '{'

source\blender\editors\mesh\editmesh_knife.c(1777) :
  error C4013: 'round_ftoi' undefined; assuming extern returning int
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Re: [Bf-committers] Background gradient for 3D viewport

2013-01-05 Thread Harley Acheson
Hello,

This patch (and my old one, which is long past its sell-by-date and
should be forgotten) suffer from the same problem though...

Grid lines are drawn as a solid color that is lighter (or darker) than the
background.So if you add a typical gradient background the grid lines
look lighter/darker/*invisible* depending on where they are drawn.  So
grid line drawing would also need to be reworked as well.

Harley
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Re: [Bf-committers] Simplified Header Stats (with icons)

2013-01-04 Thread Harley Acheson
 Why is the Memory statistics so important that it has to come first in
the row ?

It actually gets greater visual importance if put at the end.  But I put in
beside the version number because it is global like the version and never
shows usage of a single object while editing.  And having the string start
with items that are always shown makes it change less often. I personally
like that string ending with the active object name, and didn't like the
multiple dashes used in your example.

 I am also not sure about what the 2 memory values mean. I guess it is
file size and internal memory usage ?

Memory is currently shown as something like this Mem:5.93M (0.11M).  In
this example the total amount of memory in use is actually 6.04 Megabytes,
with 0.11 Megabytes of that in a memory-mapped file which is part of your
file system pretending to be RAM.  I have found very few people who know
what the two numbers mean, and almost none who recognize when the second is
important.  Which is why I would just show the total.  Most users will
understand why their system gets slow when the one number approaches the
amount of their computer's free memory.


 I made the Blender logo and the Version number more like one unit

Currently the Blender logo item is defined in a python UI file, as an
operator with icon and a blank label.  Then the statistics string is shown
after that, starting with the version number. So that funny gap can also be
closed by just moving the version number out of the string and into the
label of the python wm.splash operator.

 I separated file size to show in the Header near the file name

The file size isn't shown in the statistics string.

Harley
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Re: [Bf-committers] Simplified Header Stats (with icons)

2013-01-03 Thread Harley Acheson
Hello,

Since the idea of having icons at that location won't fly, I decided to
make a new patch that simply modifies the existing statistics string to
incorporate the many lessons learned in this exercise, but without using
icons.

My goal was to make it simpler, more readable, add new features, but still
keep the length within what we see now. The vertical bars are removed. I
find that those compete with the information there and can quickly look
like a number one.  Using whitespace to separate the areas does not have
the same effect.  I also added a space after each colon because that helps
the readability. It shows memory usage at all times, not just in object
mode like now.

Currently, while in Object mode the statistics are for the entire scene. So
you know how many faces there are in total, but not how many are in each
object. You can only get those by entering Edit mode.  With this change you
can see how many vertices/faces/tris comprise each object without entering
edit mode.

If the selected count is zero or equal to the total count then only the
total is shown.  So you don't see 0/213456 or 213456/213456.  Face and
triangle counts are shown when editing text objects, and you generally see
the proper information in each mode. the count of of hidden objects is now
shown.

In order for this to all fit within the same space I combined the object
count into one area with active object name.  It also shows only total
memory used (instead of current total minus memory mapped and then memory
mapped in brackets). Memory doesn't have a Mem: label since it is fairly
obvious what it is with MB behind the number.

The following image compares the current behavior against what you see with
the patch. Obviously I am hoping that you find the bottom of each pair more
readable than each top one:

http://projects.blender.org/tracker/download.php/9/127/33573/23396/StatisticsStringOnly.png


The patch is here if you want to try it:
http://projects.blender.org/tracker/download.php/9/127/33573/23397/StatisticsString.diff


Cheers, Harley
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Re: [Bf-committers] Asset and Template .blend files

2012-12-29 Thread Harley Acheson
I always thought it would be cool if we could take an ordinary “.blend”
file and simply rename it so that it had a different extension, like
“.bmat”.  This different extension would serve as an indicator that the
only important information inside is the materials (and associated
textures, nodes, etc) assigned to the first object.

This would give us a portable container for individual materials that would
be much easier to share than using a generic blend file since no prior
knowledge or user interaction would be required to use them. The Materials
panel could then have obvious “save to file” and “open from file” buttons.
We could drag and drop the file onto an object. Associating the file
extension with Blender would allow us to click on website link to a
material and have it added directly to a running instance.

Off topic, I know...
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Re: [Bf-committers] Simplified Header Stats (with icons)

2012-12-25 Thread Harley Acheson
Hello,

By the way, the current patch includes two Booleans, showText and
showIcon, that
could allow the user to choose to show icons, text labels, both, or none.
The following
image shows what it would look like (in Edit Mode) for each of the four
combinations:

http://projects.blender.org/tracker/download.php/9/127/33573/23299/sample6.png

Cheers, Harley
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Re: [Bf-committers] Simplified Header Stats (with icons)

2012-12-23 Thread Harley Acheson
Hi,

One change in the patch that has nothing to do with icons is interesting.

It shows the selected number only if it is not zero or equal to the
total
number.  So for example, if you if you have all vertices selected (or none)
it only shows you the total vertices.

This might not *sound* like a wanted behavior, but it works really well in
practice.  It is so much easier to read 425964 instead of 425964/425964
or even 0/425964

Then when you have a subset selected it shows you both numbers and it is
almost like the system is trying harder to show you exactly what you are
interested in.

Harley



On Sun, Dec 23, 2012 at 2:01 PM, Joshua Leung aligor...@gmail.com wrote:

 Hi,

 On first glance, this proposal does indeed seem much clearer. As for the
 concerns about the icons being distracting or able to be confused with
 interactive elements, I'd have thought that using monochrome icons instead
 of ones with the orange would be enough.

 However, for those who still prefer just text, I did a quick experiment
 just replacing the separators in the stats text with whitespace.
 Specifically,
 text=scene.statistics().replace(|,   )

 So, instead of:
 v2.66.1|Verts: 500|Faces: 200|Objects: 1/12
 we'd have something more like:
 v2.66.1Verts: 500 Faces: 200Objects: 1/12

 Even with a simple tweak like this, it's already much faster to scan than
 the original version.


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Re: [Bf-committers] Simplified Header Stats (with icons)

2012-12-22 Thread Harley Acheson
Hello again,

I have updated the
patchhttp://projects.blender.org/tracker/index.php?func=detailaid=33573group_id=9atid=127with
lots of changes resulting from all the
discussions on the BlenderArtists
threadhttp://blenderartists.org/forum/showthread.php?275390-Simplified-Header-Statistics-Display.
The response has been
overwhelmingly positive.

If you just want a quick peek at what it looks like, the following image
shows it off very well:
http://projects.blender.org/tracker/download.php/9/127/33573/23279/StatisticsIcons.png

Harley
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Re: [Bf-committers] Icons and font drawing - going to be crisp again

2012-12-18 Thread Harley Acheson
Ton,

 And yes, there are icons missing too! The svg we use is not complete
 nor finished. Volunteers welcome!

The SVG is almost complete now and everything is in the same order
as in current PNG. Details are here:

http://projects.blender.org/tracker/index.php?func=detailaid=33448group_id=9atid=127
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Re: [Bf-committers] Icons and font drawing - going to be crisp again

2012-12-18 Thread Harley Acheson
Ton,

The svg we use is not complete nor finished

In fact it would be great if someone could go to this patch...
http://projects.blender.org/tracker/index.php?func=detailaid=33448group_id=9atid=127

and commit the file there that is attached as Blender ICONS -
v.2.5.08.svg as the
new blender_icons.svg

That file (edited quite a lot by Wolter van der Velde and with changes by
Georg Kronthaler)
creates a blender_icons.png that is perfect EXCEPT that it is still
missing the forcefield icons.

It also looks wonderful when saved for double-sized icons.  If you make
them really huge
though then a very small number of them start to look pixel-y because of
their design but
Wolter is working on those.

Harley
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[Bf-committers] Simplified Header Stats (with icons)

2012-12-17 Thread Harley Acheson
Hello,

I added an experimental
patchhttp://projects.blender.org/tracker/index.php?func=detailaid=33573group_id=9atid=127
to the tracker that greatly simplifies the display of
statistics in the Info header, mostly by using icons.

I started a thread at BlenderArtists to gauge opinion and so far have had a
great
response, even from the old guard (including Endi!). About a 95% favorable
rating so far...

You can follow the discussion here:
http://blenderartists.org/forum/showthread.php?275390-Simplified-Header-Statistics-Display


Harley
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[Bf-committers] Vector Sources for UI icons

2012-12-13 Thread Harley Acheson
Hello,

Andrzej Ambro's icons were created as vector images.  Although he was
careful to
make them look good in a 16x15 grid they look wonderful at much larger
sizes too,
like those needed for retina displays.

We have a bitmap version, blender_icons.png, in the source tree but we do
not
have the vector source file in the SVN.  Some icons have been added over
the last
while as bitmaps to the PNG file that are not in the SVG vector file.

Patch 
#33448http://projects.blender.org/tracker/index.php?func=detailaid=33448group_id=9atid=127
adds Andrzej Ambro's vector file to the source tree.  It is my hope that
we can backport some of the bitmap changes back into the SVG file, and
Wolter
van der Velde has already done some of this work. Once the SVG file
contains all the
images in the PNG we can then treat it as authoritative and use it to
create the bitmap
versions.

Unless there is some reason to not do this that I am not aware of...

Harley
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Re: [Bf-committers] Blender Developer meeting minutes - 9 December 2012

2012-12-09 Thread Harley Acheson
 Ton Roosendaal worked in holidays on getting Mac 'retina' (super high
resolution)
 to work. It involved introducing pixel sizes (2x2 sized) and fixing the
entire UI drawing
 to scale well with the DPI setting (was very unfinished).

If needed there is a version of blender_icons.png with double-sized icons.
Almost every
icon is taken from the original vector source file:
http://projects.blender.org/tracker/download.php/9/127/33448/23026/blender_icons_x2.png

It is an attachment to this ticket:
http://projects.blender.org/tracker/index.php?func=detailaid=33448group_id=9atid=127

Harley
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Re: [Bf-committers] handling large lists in Blender (vertex groups, shape keys, materials)

2012-12-06 Thread Harley Acheson
Gaia,

It should probably be just below and outside the region as seen in
the histograms.  When inside and on the corner like in your example
it looks like it would be used to split the region, not enlarge it.

Harley
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Re: [Bf-committers] BBB Of topic but funny

2012-12-05 Thread Harley Acheson
Douglas,

So the reason for this email was to say have a laugh at the
fat kid who is walking funny?  I highly doubt the kid posted the
image himself so that others could laugh at him, so it seems
mean-spirited to forward it to a group list in this way. Best to
leave that to your Facebook friends.

Maybe I'm overreacting but I'm a bit sensitive about bullying
behavior.

Harley
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Re: [Bf-committers] Blender At Your Fingertips: Prototype Unistroke Commands for Tablets

2012-11-18 Thread Harley Acheson
These simple stroke gestures, like we had years ago, now seems so
anachronistic.  It harkens to a time when we could only track a single
point of contact from the mouse.  In the video every gesture-drawing step
looked so unnecessary and time-wasting.

All tablets today support multi-touch interfaces, so there is no longer a
need to draw a symbol that indicates the  action you wish to take next.
Instead we want direct interaction with the objects.

The following YouTube video is an example of using multi-touch gestures for
manipulating 3D objects.

http://www.youtube.com/watch?v=6xIK07AhJjc


On Sun, Nov 18, 2012 at 6:03 AM, Jason Wilkins jason.a.wilk...@gmail.comwrote:

 More details about the video and the prototype.

 The recognizer used in the video is very simple to implement and
 understand.  It is called $1 (One Dollar) and was developed at the
 University of Washington [1].  We had a seminar recently about
 interfaces for children and extensions to $1 were presented and I was
 inspired by their simplicity because it meant I could just jump right
 in.  It works OK and is good enough for research purposes.

 One thing $1 does not do is input segmentation.  That means it cannot
 tell you how to split the input stream into chunks for individual
 recognition.  What I'm doing right now is segmenting by velocity.  If
 the cursor stops for 1/4 of a second then I attempt to match the
 input.  This worked great for mice but not at all for pens due to
 noise, so instead of requiring the cursor to stop I just require it to
 slow down a lot.  I'm experimenting with lots of different ideas in
 rejecting bad input.  I'm leaning towards a multi-modal approach where
 every symbol has its own separate criteria instead of attempting a
 one-size-fits-all approach.

 The recognizer is driven by the window manager and does not require a
 large amount of changes to capture the information it needs.
 Different recognizers could be plugged into the interface.

 The afterglow overlay is intended to give important feedback about
 how well the user is entering commands and to help them learn.  The
 afterglow gives an indication that a command was successfully entered
 (although I haven't disabled the display of valid but unbound gestures
 yet).  The afterglow morphs into the template shape to give the user
 both a clearer idea of what the gesture was and to help the user fix
 any problems with their form.

 In the future I want to use information about the gesture itself, such
 as its size and centroid, to drive any operator that is called.  For
 example, drawing a circle on an object might stamp it with a texture
 whose position and size were determined by the size and position of
 the circle.

 Additionally I want to create a new window region type for managing,
 training, and using gestures.  That might be doable as an add-on.

 [1] https://depts.washington.edu/aimgroup/proj/dollar/


 On Sun, Nov 18, 2012 at 7:42 AM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
  I've been exploring some research ideas (for university) and using
  Blender to prototype them.  I made a short video that demonstrates
  what I was able to do the last couple of days.  I'm starting to create
  a general framework for sketch recognition in Blender.
 
  http://youtu.be/IeNjNbTz4CI
 
  The goal is an interface that could work without a keyboard or most
  buttons.  I think a Blender with gestures is far more like Blender
  than a Blender that is plastered with big buttons so it works on a
  tablet.  It puts everything at your fingertips.
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Re: [Bf-committers] Possible Render Noise Filter?

2012-11-17 Thread Harley Acheson
I had assumed that some stumbling blocks with this particular one is that
it is protected by copyright, shown there for reasonable academic fair
use and that the ideas presented in this paper are available for
commercial licensing through the UNM technology transfer office...

Harley
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[Bf-committers] Remove Menu Level from Object Parent and Track?

2012-11-03 Thread Harley Acheson
Hello,

Patch 
#33073http://projects.blender.org/tracker/index.php?func=detailaid=33073group_id=9atid=127is
a change to the 3DView Editor Object menu to remove the extra
submenu
from Parent and Track.  Both have a secondary level of Set and
Clear that you must open before seeing the related options.  This isn't
really necessary since there are only two modes (set and clear) and the
next menus are relatively small.  The current behavior requires a very
precise horizontal mouse movement in order to select an item.

The patch removes that extra menu level by placing the Set options above
the Clear options with a separator line in between.  The Clear items
have icons added that make the differentiation very obvious.

[image: Inline image 1]

Regards, Harley

PS: Does anybody mind when I pollute this mailing list (and the tracker)
with silly little ideas like this?  Sometimes I just get bored and need a
break from real work.
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[Bf-committers] Right-click Menu Changes?

2012-11-02 Thread Harley Acheson
Hello,

Patch 
#33052http://projects.blender.org/tracker/index.php?func=detailaid=33052group_id=9atid=127is
an attempt to clean up the popup menu you get when you
right-click on most things.  I find that menu to be a bit long and
unorganized.

The patch reorders the items, breaks some into sub-menus, adds Copy
to Clipboard and Paste from Clipboard, and adds icons to most items.


[image: Inline image 1]
Just a thought anyway...

Regards, Harley
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Re: [Bf-committers] bf-blender project - member cleanup

2012-10-30 Thread Harley Acheson
Ton,

...to have direct access to svn


Ah.  So it is a list of people with commit rights.

If you like to work regular on parts of Blender without the need of
 applying patches...I'd be happy to add you.


Thanks, but no.  I was just curious about this list since they were
described as members of the project and listed as developers.  We use
lots of terms like members, contributors, committers, developers,
and maintainers, and in some cases the distinction is not always
apparent.  It probably would have made sense to me if I'd had one more cup
of coffee..

Cheers, Harley
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Re: [Bf-committers] bf-blender project - member cleanup

2012-10-29 Thread Harley Acheson
Sorry, but I just don't see a members' list there. Where exactly?


 I've cleaned up the bf-blender project member list at projects.blender.org
 .

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[Bf-committers] Defaults Patch (Redux)

2012-10-29 Thread Harley Acheson
Hello,

Long-standing To Do item #23538 mentions how most RNA properties are
missing
defaults. So we right-click on them, select Reset to Default Value and
they revert
to minimums instead.

I've just uploaded my third attempt at addressing this on ticket #32894 .

The defaults are now defines in the appropriate DNA header where the
structs are
defined. Not only do the RNA files use these defines, but they are also
used in the
Blenkernel files when the structs are initialized.

This makes for a large diff file, at 3649 lines, affecting a lot of files.
This is not ALL
the defaults of course, as that would take until the end of time, just the
most visible
ones on all of the major panels except for material and textures.

Harley
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Re: [Bf-committers] bf-blender project - member cleanup

2012-10-29 Thread Harley Acheson
What is the requirement for inclusion on that particular list?  I've only
had a
dozen or so (very trivial!!) patches accepted over the last couple of years
so don't mind at all that I'm not on it.  Just curious how involved I would
have
to get to be on this one, is all. I'm more than happy enough that I get
included
on the credits page.

Harley


On Mon, Oct 29, 2012 at 4:51 AM, Ton Roosendaal t...@blender.org wrote:

 Hi all,

 I've cleaned up the bf-blender project member list at projects.blender.org
 .
 Mostly inactive GSoC students, or people not active for over 2 years.

 If I made an unfortunate mistake just poke me :) I'd be happy put people
 back.

 Still 96 more-or-less active devs listed, quite nice!

 Laters,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] A build error occurs in bpy_rna_array.c.

2012-10-26 Thread Harley Acheson
 A build error occurs in bpy_rna_array.c.

 It is a cause that BLI_utildefines.h is not performed include of.

 PerfectionCat



Yes, I'm getting the same thing.  Campbell's style cleanup #51642
modified:  .../trunk/blender/source/blender/python/intern/pby_rna_array.c

Building stopped for me with an error that func is undeclared.  If
I revert the changes from this revision to this one file everything
works as expected.

Harley
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Re: [Bf-committers] A build error occurs in bpy_rna_array.c.

2012-10-26 Thread Harley Acheson
Thomas,


I fixed it in SVN 51667.



You sure did. Thanks!

Harley
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[Bf-committers] Some Patches to Consider

2012-10-23 Thread Harley Acheson
Hello,

I've had a bit of spare time lately and have added some small
interface-related patches
to the tracker.  I'd love to get some eyeballs on them, even if it is just
to add notes saying
that they are dumb ideas, could use improvement, etc.

#32916http://projects.blender.org/tracker/index.php?func=detailaid=32916group_id=9atid=127-
Makes the property panel header buttons dynamically resize
#32894http://projects.blender.org/tracker/index.php?func=detailaid=32894group_id=9atid=127-
Adds about 200 RNA defaults so that right-click Reset to Default
Value
works
#32872http://projects.blender.org/tracker/index.php?func=detailaid=32872group_id=9atid=127-
Adds right-click option to headers to hide/show menus
#32822http://projects.blender.org/tracker/index.php?func=detailaid=32822group_id=9atid=127-
Changes to the composition guides for Title Safe
#32785http://projects.blender.org/tracker/index.php?func=detailaid=32785group_id=9atid=127-
Show an icon instead of F for fake user buttons
#32740http://projects.blender.org/tracker/index.php?func=detailaid=32740group_id=9atid=127,
#32738http://projects.blender.org/tracker/index.php?func=detailaid=32738group_id=9atid=127-
Popup tooltip hint changes


Thanks, Harley
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[Bf-committers] RNA Defaults

2012-10-12 Thread Harley Acheson
Hello,

Long-standing To Do item #23538 mentions how most RNA properties are
missing
defaults. So we right-click on them, select Reset to Default Value and
they revert
to minimums instead

Patch #32854 adds 120 defaults to rna_scene.c, which are properties shown on
the scene and render tabs.  Strangely I was not able to make the render
resolution
dimensions revert to a normal default (still changes to 4x4), but
everything else works
well...

Harley
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Re: [Bf-committers] I think this should be added

2012-10-06 Thread Harley Acheson
Take almost any image and bisect a broad diagonal stroke somewhere
near the center and the probability is quite high that it will intersect
something
interesting, especially when your definition of interesting is fuzzy.

But for this game you are allowed to do it four times and then choose the
best one of the four.  Don't be surprised when what you select is pleasing
to you.  That is because you are aligning the guides to the image instead
of the image to the guides.

Harley
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