Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread neXyon
Hi! We should definitely update the one for static linking to the linux release. Most distributions so far don't have libav in their standard repositories yet, so most distros and devs will still link against ffmpeg, also there's no libav build for win64 yet so we'll have to wait for that too

[Bf-committers] ffmpeg library update

2011-04-24 Thread Sergey Kurdakov
Hi also there's no libav build for win64 yet just to make it more correct http://win32.libav.org/win64/ Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

[Bf-committers] blender crash reporter

2011-04-24 Thread Tom M
Has there been any consideration of integrating googles crash reporting tool? http://code.google.com/p/google-breakpad/ Might be worthwhile to do so. LetterRip ___ Bf-committers mailing list Bf-committers@blender.org

Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread neXyon
Am 2011-04-24 11:15, schrieb Sergey Kurdakov: just to make it more correct http://win32.libav.org/win64/ Awesome! I've only looked here: http://libav.org/download.html where you can only find win32 binaries. Regards ___ Bf-committers mailing list

Re: [Bf-committers] blender crash reporter

2011-04-24 Thread Konrad
Hi Tom, might be worth looking into, but the overview in their wiki pages says that the client library ist currently only available on x86 win and mac and that the linux version is under review: Breakpad provides client libraries for each of its target platforms. Currently, these exist for

[Bf-committers] Blender IRC meeting, sunday 24 april 2011

2011-04-24 Thread Sergey I. Sharybin
Hi all Here's a summary of topics: 1) Blender 2.57 release: - One more crash was detected in Blender 2.57a release (crash when using Enter in menus which load file). - There was no final decision about update release, but everybody agreed it's annoying bug and it would be cool to get

Re: [Bf-committers] Blender IRC meeting, sunday 24 april 2011

2011-04-24 Thread Lukas Tönne
Just want to point out that i only want to merge the parts of the branch that improve the core node system. The new node tree types i made for modifiers and particles will be stripped for this purpose, they are not really usable yet. The remaining changes are mostly related to code maintainability

Re: [Bf-committers] Blender IRC meeting, sunday 24 april 2011

2011-04-24 Thread Dalai Felinto
One of the potential gsoc projects relies on nodes as well. It would be nice to have your changes merged before the coding phase starts. Not sure how doable that is. Cheers, Dalai 2011/4/24 Lukas Tönne lukas.toe...@googlemail.com: Just want to point out that i only want to merge the parts of

Re: [Bf-committers] Blender IRC meeting, sunday 24 april 2011

2011-04-24 Thread pete larabell
Sorry I'm a bit unclear on this then... Are we, or are we not, having new release builds sent to ftp by official builders? If so, what revision should we check out to build releases? Cheers! On Sun, Apr 24, 2011 at 9:42 AM, Sergey I. Sharybin g.ula...@gmail.com wrote:  Hi all Here's a

Re: [Bf-committers] Blender IRC meeting, sunday 24 april 2011

2011-04-24 Thread Thomas Dinges
We still have to check with Ton when we do a 2.57b release. No need to make builds yet. :) Am 24.04.2011 20:12, schrieb pete larabell: Sorry I'm a bit unclear on this then... Are we, or are we not, having new release builds sent to ftp by official builders? If so, what revision should we

Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread Sergey I. Sharybin
Ok, i've build the latest ffmpeg 0.6.90-rc0 with options i've got from debian sid package rules (with some additional flags to get static libs which would run on all platofrms -- the same flags were used for mesa and openal): ./configure \ --cc=gcc -Wl,--as-needed \

Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread Tom M
--disable-stripping Why is stripping disabled? I thought that we generally do stripping... LetterRip On Sun, Apr 24, 2011 at 12:04 PM, Sergey I. Sharybin g.ula...@gmail.com wrote:  Ok, i've build the latest ffmpeg 0.6.90-rc0 with options i've got from debian sid package rules (with some

Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread Martin Poirier
You strip the final binary, not the libs. Martin --- On Sun, 4/24/11, Tom M letter...@gmail.com wrote: From: Tom M letter...@gmail.com Subject: Re: [Bf-committers] ffmpeg library update To: bf-blender developers bf-committers@blender.org Received: Sunday, April 24, 2011, 4:07 PM

Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread Sergey I. Sharybin
If be honest -- have no idea. Anyway, blender get's stripped by builder script, so don't think it's a big issue. As i told, i used options from debian package rules -- i suppose this options are made to be ok for most of users, platforms and needs (to make libs more portable and so on). Tom

Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread Sergey I. Sharybin
Stripping of final binary should remove all unused symbols. Does it make sense if symbols from libraries gets stripped when they're in binary or stripping happens on libraries before symbols are adding to binary? But ok, it shouldn't be difficult to make test tomorrow. Martin Poirier wrote:

Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Morten Mikkelsen
Also a lock camera to view option would be great so we can just move the camera like we move any other viewport am I the only one that doesn't get this? This is something I would absolutely LOVE to have!! I couldn't agree more. It would be mega helpful.

Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread Peter Schlaile
Hi, Ok, i've build the latest ffmpeg 0.6.90-rc0 with options i've got from debian sid package rules (with some additional flags to get static libs which would run on all platofrms -- the same flags were used for mesa and openal): ./configure \ --cc=gcc -Wl,--as-needed \

Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Sean Olson
I would also really enjoy a 'first person mode' that works like every fps game on the market. (It does not need to be bound to ground either, a noclip http://en.wikipedia.org/wiki/Noclip_mode fly mode without inertia is what I am thinking of). Navigating is quick, precise and easy with

Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread Martin Poirier
Isn't ffmpeg also used for video textures in the game engine? Maybe some of these options are useful there. Martin --- On Sun, 4/24/11, Peter Schlaile pe...@schlaile.de wrote: From: Peter Schlaile pe...@schlaile.de Subject: Re: [Bf-committers] ffmpeg library update To:

Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Daniel Salazar - 3Developer.com
Precisely, a non floor restricted FPS camera http://www.youtube.com/watch?v=8hx5iInorfE Daniel Salazar 3Developer.com On Sun, Apr 24, 2011 at 4:24 PM, Sean Olson seanol...@gmail.com wrote: I would also really enjoy a 'first person mode' that works like every fps game on the market.   (It

Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Brandon Phoenix
I'm not a dev, but I definitely agree with you Daniel. I find that view mode rarely worthwhile. I think it may be useful to look at the way UDK does this (being an FPS engine). UDK uses W and S to control movement on the Y plane, A and D for the X plane, and SPACE and C for the Z. Mouse

Re: [Bf-committers] ffmpeg library update

2011-04-24 Thread neXyon
Hi, I've marked those with NO mostly sure that they are not needed and could be disabled. The others marked with NO? are at least not used for encoding but disabling them would disable some input formats. Question is if we really need to support everything?! Regards Am 2011-04-24 22:04,

[Bf-committers] Change default behavior of edge extrude

2011-04-24 Thread Daniel Salazar - 3Developer.com
Hi, edge extrude has an automatic planar constraint which I think just gets in the way in practical use. I suggest we make default extrude free and leave this special constrained option only for the people who really need it Here is a quick video of the problematic behavior in two different

Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Jonathan Williamson
Count me in agreeance too! I don't even bother to use fly mode. I find it nearly useless. Jonathan Williamson http://blendercookie.com http://mavenseed.com On Apr 24, 2011, at 5:53 PM, Brandon Phoenix ktblu...@yahoo.com wrote: I'm not a dev, but I definitely agree with you Daniel. I find

Re: [Bf-committers] Change default behavior of edge extrude

2011-04-24 Thread Martin Poirier
The problem goes down to extrude keymapping. The main extrude operator now uses the Extrude Along Normal operator, for which this is the correct behaviour. Back when the extrude operators where recoded for 2.5x there were separate hotkeys for extrude region and move (free of constraint) and

Re: [Bf-committers] Change default behavior of edge extrude

2011-04-24 Thread Daniel Salazar - 3Developer.com
Well I don't think it's pointless to be a little smarter in this case :D Daniel Salazar 3Developer.com On Sun, Apr 24, 2011 at 6:03 PM, Martin Poirier the...@yahoo.com wrote: The problem goes down to extrude keymapping. The main extrude operator now uses the Extrude Along Normal operator,

Re: [Bf-committers] Change default behavior of edge extrude

2011-04-24 Thread venomgfx
I also find this *very* annoying while modeling, most of the times my extrudes end up being: E RMB to cancel grab (almost always wrong) G to finally grab free. So some oldies do, but specially new users find it weird (students said) +1 to make E extrude free. --Original Message--

Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Agustin Benavidez
Are there some events in bpy like OnStartTransformingViewport ,OnENDTransformingViewport etc, I would prefer to have those events so then we can write a very easy script to make the camera follow the viewport manipulation or whatever we want to do with our viewports. I think we should ask to

Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Campbell Barton
On Sun, Apr 24, 2011 at 9:55 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: So can we take a look at camera view navigation? It's like playing a space flight simulator every time I press Shift F, I just want to position and orient my camera, not to deal with inertia and atmosphere