On Wed, Dec 19, 2012 at 5:50 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
Hi,
I think turning the current syntax highlight into an option with
settings Off, Automatic, Python, Open Shading Language, ..
would be ok. Then Automatic would be the default, and it would work
based on
Update, I think we're OK to call ahoy.
https://svn.blender.org/svnroot/bf-blender/tags/blender-2.65a-release/blender
addons are tagged, I've left translations pointing at
'https://svn.blender.org/svnroot/bf-translations/tags/2_65_release/locale'
Revisions merged:
52867
52870
52871
52883
52891
Hi Harley,
Thanks! I've commented at the projects tracker page.
You probably have been using an older template, which was CC-by-nc. Andrjez has
released it as GPL now, which is noted in the svg we use.
-Ton-
Ton
Hi,
We've failed to avoid 'a' release.. Again.
Anyway, information for platform maintainers:
tag: blender-2.65a-release
tag revision: 53177
addons revision: 4072
locale revision: 1300
Keep usual naming and let me know when the builds are ready.
Thanks!
--
With best regards, Sergey Sharybin
Please also bump BLENDER_VERSION_CHAR in trunk to a, not only in
blender-2.65a-release.
IRIE Shinsuke
12/12/19, Sergey Sharybin wrote:
Hi,
We've failed to avoid 'a' release.. Again.
Anyway, information for platform maintainers:
tag: blender-2.65a-release
tag revision: 53177
addons
Hello everyone,
Since it was recently brought up about further extending the text editor syntax
highlighting for more languages, I figured I would mention that I have
currently been working on implementing Scintilla [1] as the main editing engine
for the text editor. (For those of you
Hi
I think this could be good for the long term. This was kind of what I was
getting at with the idea of using vim script files (or some other per-developed
system with existing lexers).
I don't know much about Scintilla but what about cross platform support (fine
on windows, but what about
Scintilla itself is cross platform. The code I've been working on I've only
built using Windows, but I don't anticipate any problems for other platforms.
Since it is inside Blender, all the platform dependent issues are already
taken care of :)
Justin
- Original Message -
From:
Hi,
I would suggest to check on basic syntax hightlighting to please OSL editing.
Adding Scintalla sounds like overkill.
-Ton-
Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org
Blender Institute
Hi,
Adding scintilla just for syntax highlighting is overkill, I agree. But that is
not why I originally started looking into it. Currently maintaining the text
editor functionality can be a pain, especially when it comes to undoing/redoing
operations. If blender did use scintilla, then
On Thu, Dec 20, 2012 at 2:54 AM, Ton Roosendaal t...@blender.org wrote:
Hi,
I would suggest to check on basic syntax hightlighting to please OSL editing.
Adding Scintalla sounds like overkill.
-Ton-
Why overkill? - the library is quite small and seems like a good fit
for blender.
Two things:
- glsl and osl are C based. So taking C highlights and adding a few extra
keywords should do.
- Ton, I remember more than once Campbell suggesting exactly that (to wrap
scintilla instead of reinventing the wheel). It's definitively not to
address only the syntax highlight problem.
Hi Mitchell,
First of all, congrats on the gsoc commits.
Regarding the vbo part of it: did you run any benchmark in memory usage?
If I recall it right, vbo are supposed to be slower but to have a smaller
memory footprint. I can foresee them beating DL only in scene with massive
numbers of
On Thu, Dec 20, 2012 at 03:17:06AM +1100, Campbell Barton wrote:
On Thu, Dec 20, 2012 at 2:54 AM, Ton Roosendaal t...@blender.org wrote:
Hi,
I would suggest to check on basic syntax hightlighting to please OSL
editing.
Adding Scintalla sounds like overkill.
-Ton-
Why overkill? -
Hey everyone,
Perhaps at least some of you know that recently I wrote a little Add On for
speeding up the work with nodes.
Here's the one:
wiki:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
tracker:
New round of errors: http://www.pasteall.org/38201
It's actually the same as before but instead of complaining about LIB
Debug|x64 been invalid, it complains of Debug|x64. One thing that strike
me as a surprise is that Freetype build folder is named win32. Isn't this
suspicious?
I'll try to
On 20/12/2012, at 3:23 AM, Dalai Felinto wrote:
- Ton, I remember more than once Campbell suggesting exactly that (to wrap
scintilla instead of reinventing the wheel). It's definitively not to
address only the syntax highlight problem. They are quite a few advantages
that come with it.
(Fyi
Doesn't matter if it's win32 or win64. Either way the pyth3.3 libs are
missing for vs2010.
On Wed, Dec 19, 2012 at 11:15 AM, Dalai Felinto dfeli...@gmail.com wrote:
New round of errors: http://www.pasteall.org/38201
It's actually the same as before but instead of complaining about LIB
On Thu, Dec 20, 2012 at 7:44 AM, Benjamin Tolputt
btolp...@internode.on.net wrote:
On 20/12/2012, at 3:23 AM, Dalai Felinto wrote:
- Ton, I remember more than once Campbell suggesting exactly that (to wrap
scintilla instead of reinventing the wheel). It's definitively not to
address only the
Assuming Campbell's OK with it it wouldn't be too terribly hard to add
something like Socket.link to push the iterating over the links into C
since IIRC that's how it works internally.
I personally won't have time to mess with it until after New Years but if
someone else wants to bang their head
Anyway, this file should replace the one under build/Makefile.nmake:
http://www.triularity.org/download/blender/Makefile.nmake
With a bit more testing I found out that almost nothing builds in
either 32 or 64 bits (on msvc2010). It would be nice if someone else
with MSVC2010 could test this
Hmm.. I've been able to get most everything (building so far in
VS2008) to work for VS2010/32-bit except the ilmbase/openexr ones
(even VS2012/32-bit gets that far after a missing win32.mak kludge for
jpeg). I've tweaked the config some (mostly for VS2012), but I didn't
think it was that much.
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