Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44872] trunk/blender: Add partial visibility operator including keymaps and menu items.

2012-03-14 Thread Daniel Salazar - 3Developer.com
great! just a minor suggestion, I think it should be Shift + H for border show so it's the same as regular hide tools cheers Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44872] trunk/blender: Add partial visibility operator including keymaps and menu items.

2012-03-14 Thread Nicholas Bishop
Thanks, updated in r44873. -Nicholas On Wed, Mar 14, 2012 at 2:58 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: great! just a minor suggestion, I think it should be Shift + H for border show so it's the same as regular hide tools cheers Daniel Salazar patazstudio.com

Re: [Bf-committers] Build fails with cmake

2012-03-14 Thread Sergey Sharybin
Buildbot had the same issue tonight, now it seems to be working fine. Also works fine here. So this this was just fixed already. On Wed, Mar 14, 2012 at 6:01 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: here's the log http://www.pasteall.org/30014 Daniel Salazar

Re: [Bf-committers] Bf-committers Digest, Vol 92, Issue 13

2012-03-14 Thread trouble daemon
My apologies! My original post got bounced since I inlined the patch. The reply you got here was only about 1/4 of my post. I will repaste to clarify some of my points I was trying to make. Original email: - I was messing around with imperial units in blender and found it to be a pita. I dug

Re: [Bf-committers] Bf-committers Digest, Vol 92, Issue 13

2012-03-14 Thread trouble daemon
Ok, now for the actual replies! :) Sorry if I'm missing something, but switching the units to Imperial in the scene panel seems to do exactly what you ask. I don't use imperial units, but just tried if it works and I could easily scale the default cube to precise values entering yd, ft or in

[Bf-committers] Reference counting, deleting data and fake users

2012-03-14 Thread Antony Riakiotakis
Interesting ranting post on blenderartists about data lost due to user not setting fake user on datablock. http://blenderartists.org/forum/showthread.php?248813-MAJOR-BUG-in-2.62-loosing-Actions/page1 The point is, in my opinion: Should the user care about the number of datablock references?

Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-14 Thread Tom Edwards
This is a problem specific to Actions. An object can have any number of relevant Actions, but it can only _use_ one at a time. Shameless plug: there's a patch at http://projects.blender.org/tracker/index.php?func=detailaid=28453 that fixes this problem. It's possible to get into this

Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-14 Thread Daniel Salazar - 3Developer.com
-1 I like the new default. However the UI could be made more comunicative about this, instead of displaying just a 0 it could somehow say this is going to be deleted, not sure how yet but will give it a thought Daniel Salazar patazstudio.com On Wed, Mar 14, 2012 at 12:40 PM, Tom Edwards

[Bf-committers] Sculpting UI issue

2012-03-14 Thread Thomas Dinges
Hi everyone, I just noticed that: http://www.pasteall.org/pic/28427 Who added the grey text boxes? I find the look we had in 2.62 better actually. Sure, the text is a bit more readable with a background, but then I'd prefer a more transparent one. Also the current boxes differ in (text)size.

Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Thomas Dinges
As comparison 2.62: http://www.pasteall.org/pic/28428 Ok, the Nudge and Fill/Deepen and maybe the Smooth one is a *bit* different to read. But thats it. +1 to revert to that or have a slight transparent background. Am 14.03.2012 22:14, schrieb Thomas Dinges: Hi everyone, I just noticed that:

Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Nicholas Bishop
Hi, I added the background boxes in r44532. Consider vertex paint for an example of where this makes a big difference: http://www.pasteall.org/pic/show.php?id=27401 This applies to the brush texture selector too, which can be even worse (any texture with black along the bottom makes the text

Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Julio Iglesias
I think a good approach to solve this would be to leave a bit more black space on the top and place the names there with a grey color, that way there is no need for the rough grey box, and all text will be readable. A sample with the first one: http://www.pasteall.org/pic/show.php?id=28430 On

Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-14 Thread Nicholas Bishop
It's not a problem specific to actions; brush blocks have the same issue (because the paint modes have only a single brush pointer), so we set the fakeuser flag when new brushes are added. -Nicholas On Wed, Mar 14, 2012 at 2:40 PM, Tom Edwards cont...@steamreview.org wrote: This is a problem

Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-14 Thread Antony Riakiotakis
Hi Daniel, I agree that the new default makes sense in blender's data paradigm but I am questioning the paradigm not the default :) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Antony Riakiotakis
Maybe I am old fashioned but I find the newer labeled text easier to find and read. Discerning the name among different shapes is a bit confusing to the eye. ___ Bf-committers mailing list Bf-committers@blender.org

Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-14 Thread Alexander Zubov
Hi Everyone, As a user, professional user, I find the current default unintuitive and unacceptable. Instead of automatizing the process, this improvement introduces de-automatization. Thing like that needs to be hidden under the hood so to speak. --- On Wed, 3/14/12, Antony Riakiotakis

Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Daniel Salazar - 3Developer.com
I'm with Nick, the addition was obvious and needed, I think this is just a coder art issue :) what about something like this http://www.pasteall.org/pic/show.php?id=28433 cheers Daniel Salazar patazstudio.com On Wed, Mar 14, 2012 at 4:35 PM, Antony Riakiotakis kal...@gmail.comwrote: Maybe

Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Martin Poirier
If the level of transparency can be controlled, with a nice default (maybe a bit less transparent than what you have there, Smooth and Nudge are still hard to read), then everyone can have it their way. Martin From: Daniel Salazar - 3Developer.com

Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Daniel Salazar - 3Developer.com
Yep that was a quick overlay in gimp :) cheers Daniel Salazar patazstudio.com On Wed, Mar 14, 2012 at 4:57 PM, Martin Poirier the...@yahoo.com wrote: If the level of transparency can be controlled, with a nice default (maybe a bit less transparent than what you have there, Smooth and Nudge

Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Sean Olson
I agree with Daniel and Martin. Nicholas's change is for the better but suffers from coder art. I like Daniels mock-up but most definitely the transparency needs to be darker. -Sean On Wed, Mar 14, 2012 at 7:01 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Yep that was a quick

Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-14 Thread Nathan Vegdahl
Agreed. As long as this is the paradigm, then this makes sense as a default. However, I think it's not at all obvious that this is a good paradigm as Blender moves forward. I remember this was a concern that William had in the Big Buck Bunny days as well. Not sure if he's around to weigh in on

Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Thomas Dinges
Hi, that's a nice solution. Daniels mockup looks much better. :) +1 to Martins proposal here. Thanks! Thomas Am 14.03.2012 23:57, schrieb Martin Poirier: If the level of transparency can be controlled, with a nice default (maybe a bit less transparent than what you have there, Smooth and

[Bf-committers] Physics in Game Engine

2012-03-14 Thread Sven von Brand
Hi, I'm making some physical simulations using the Blender Game Engine, and I realized the physics only use one of my CPUs. Does anyone know why it uses only one CPU and if it is possible to make it use more than one CPU? Regards -- Sven von Brand

Re: [Bf-committers] Physics in Game Engine

2012-03-14 Thread Andreas GalsterGalster
Sven von Brand svbr...@alumnos.inf.utfsm.cl schrieb: Hi, I'm making some physical simulations using the Blender Game Engine, and I realized the physics only use one of my CPUs. Does anyone know why it uses only one CPU and if it is possible to make it use more than one CPU? Regards -- Sven