On 13 Feb 2016 9:33 a.m., "Jens Vewrwiebe" wrote:
> Install script ?
I think Xavier was talking about running `pip`.
> Simply remove the filter for distutils in the install patterns
Yes, if I understand correctly that's all it would take: a one-line patch
for Blender to
ck test on my system suggests it would add about 160k to
the size of package.
Cheers,
Alex
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[1]: http://www.pasteall.org/64483/python
[2]:
https://www.blender.org/api/blender_python_api_2_61_0/info_tips_and_tricks.html#bundled-python-
Hi Menglee,
On 6 February 2016 at 13:26, Menglee Guy wrote:
> My directory looks like this:
>
> c:\blender-git\blender (master)
> c:\blender-git\build_windows
>
> So, are you saying we work and modify the source code in the build_windows,
> then copy the changes to the
Hi,
Have you considered using the git flow workflow [1]? The idea is that you
keep one branch (probably master) always ready for release. Then you have
an unstable/staging branch called develop. All significant development is
done on feature branches. I've found it to be quite nice in my own
On Thu, Aug 21, 2014 at 5:27 AM, Daniel Salazar - patazstudio.com
zan...@gmail.com wrote:
I wouldn't call a barely tested particle fluid system great (SPH). It might
be but we don't know from a coupe of simple demo videos, in fact I'm
not sure why it's even in trunk
since nobody uses it.
We
://lists.blender.org/mailman/listinfo/bf-committers
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continue discussion
there.
https://developer.blender.org/T39557
Cheers,
Alex
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On Thu, Mar 27, 2014 at 11:27 PM, fmart fm...@iri.upc.edu wrote:
I've tried to tune all the cloth modifier parameters and also the
collision modifier parameters of the box (of course, stickiness = 0).
Besides, I've thought fill the box to make a solid object, but I think
this is not possible
On 28 January 2014 12:49, Antony Riakiotakis kal...@gmail.com wrote:
Sometimes it can be desirable to lock two or more attributes together so
that changing one changes the other too.
Some examples on that are image dimensions (so aspect ratio remains the
same) and object scale (so changing
Hi all,
Is there any news about the Windows buildbot?
Cheers,
Alex
On 11 Dec 2013 03:38, Brecht Van Lommel brechtvanlom...@pandora.be
wrote:
Hi,
Thanks for the info, we'll figure something out to keep windows builds
going.
Brecht.
On Tue, Dec 10, 2013 at 10:46 AM, Jeffrey H
On 18 December 2013 05:53, Sergey Sharybin sergey@gmail.com wrote:
Linux buildbot and release environment have been switched to Python-3.3.3.
Please give it a test with buildbot builds :)
Thank you~! I'll test it ASAP :)
Alex
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On 16 November 2013 21:36, Mike Pan mike.c@gmail.com wrote:
Thus, if possible, I'd suggest waiting for 3.3.3 or at least use 3.3.3RC2
which has the OS X issue fixed: http://python.org/download/releases/3.3.3/
Jens upgraded the Python libs for OS X to 3.3.3; he said in IRC that
it works
On 16 December 2013 22:31, Sergey Sharybin sergey@gmail.com wrote:
Will update python on linux this week.
Awesome :-)
Just wondering, does it make sense to wait for 3.4 or it's not gonna to be
release until our 2.70?
3.4 is due out on the 23rd of February [1]. But since 3.3.0 apparently
Hi Jens,
Did the upgrade to 3.3.3 go well? Are the OS X builds currently using
3.3.3? If so, it would be great if we could switch to 3.3.3 for Linux
too.
Cheers,
Alex
On 26 November 2013 09:08, Jens Verwiebe i...@jensverwiebe.de wrote:
For i dunno when we will have write accessed libs back:
with 3.3.0)
This is to fix this bug:
https://projects.blender.org/tracker/index.php?func=detailaid=36963group_id=9atid=306
Cheers,
Alex (z0r)
On 22 October 2013 20:52, Alex Fraser a...@phatcore.com wrote:
On 21 October 2013 20:46, Bastien Montagne montagn...@wanadoo.fr wrote:
Eh, I thought we
On 21 October 2013 20:46, Bastien Montagne montagn...@wanadoo.fr wrote:
Eh, I thought we already were on py3.3.2 (installdeps is , at least)? I
mean, mini-updates of python are bug-fixes only, so we should always
use the latest, imho? But indeed svn libs are older (we even still have
some
Hi all,
I'd like to propose an upgrade for Python to version 3.3.2. The
current version (3.3.0) seems to have a bug that triggers in the game
engine when loading a second or third game file [1]. This may be
system-specific: it doesn't happen on my computer, but it does happen
on a friend's, with
On 16 October 2013 06:26, Campbell Barton ideasma...@gmail.com wrote:
At the moment we're looking to only convert branches that have been
merged into trunk (so trunk has valid history).
Other branches wont be lost and the subversion repository wont be
deleted, but there are so many branches
On 16 October 2013 10:15, Campbell Barton ideasma...@gmail.com wrote:
IIRC it cut down the final repo size ~200mb (after aggressive GC on
both tests), some branches contain full checkouts of other projects
too - eg,
assimp, swig are in branches + docs example files in some cases too.
Ok,
Hi Sergey,
We were talking about this in #blendercoders the other day, so I just
wanted to confirm: this fixes the issue for my game on my friends'
computers (one nVidia/nouveau, one Intel), and seems to make it run
faster on mine (ATI/fglrx). I'm not sure if that means that vsync is
now disabled
Hi all,
I see that we've moved to bcon4, so I'd like to raise the profile of
bug [36319], which makes resource-intensive BGE games unplayable on
Windows and OSX; apparently a regression since 2.67. I think this
should be considered a high-priority bug for the release.
Cheers,
Alex
[36319]
Hi all,
I've found a few bugs with full-screen mode in blenderplayer recently.
I've reported them to the game engine tracker, but as the bugs are
probably in GHOST I'm worried that they won't be noticed by the right
people. The bugs are:
Official blenderplayer can not go fullscreen on Linux
; r53723. It's interesting
that it seemed to work quite well anyway. Maybe we don't need that first code
fork.
Alex
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to applying these to trunk?
Cheers,
Alex
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[1]
http://projects.blender.org/tracker/?func=detailaid=29035group_id=9atid=127
[2]
http://projects.blender.org/tracker/?func=detailaid=29680group_id=9atid=127
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- Original Message -
This makes me wonder if it would be worth blender having standard
build environment VM images (for VirtualBox and maybe VMWare).
+1, VM images would be very useful.
Alex
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On 17 October 2012 08:09, Jason Wilkins jason.a.wilk...@gmail.com wrote:
Rather than keep this on the back burner I figured I'd put this out
there for people to give some feedback. I was thinking of replacing
all direct use of the standard file handles (stdin, stderr) in Blender
with a single
The new categories look fine to me; +1. I'm not worried about the
rendering category - if it was more specific it might make it hard
for users to decide how to file bugs.
Alex
On 23 June 2012 13:50, Dalai Felinto dfeli...@gmail.com wrote:
I wonder if 'Rendering' will be so generic to the point
Hi Brecht,
On 3 June 2012 22:26, Alex Fraser a...@phatcore.com wrote:
[#31691] BGE: group with indirection not instantiated properly
http://projects.blender.org/tracker/index.php?func=detailaid=31691group_id=9atid=306
I checked this again in r47539 - it's fixed! Thanks heaps :)
Alex
Hi Brecht,
This is cool - but it seems to have caused a regression:
[#31668] indirect linking is broken since r47023
http://projects.blender.org/tracker/?func=detailatid=498aid=31668group_id=9
[#31691] BGE: group with indirection not instantiated properly
and GUI have been tidied up. Could somebody please review it? :)
Cheers,
Alex
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Remind me what was wrong with the mipmap patch? Didn't it just make
the profiling overlay a bit funny in certain situations? I thought it
worked pretty well.
Alex
On 10 February 2012 18:52, Dalai Felinto dfeli...@gmail.com wrote:
Revision: 44015
- Original Message -
From: Campbell Barton ideasma...@gmail.com
clarifications...
- numpy would be a python module available but not loaded on startup
[...]
drawbacks
- numpy took a long time to upgrade to python3 (~3 years after py3
release), relying on numpy could be a drawback
Hi,
While it's a nice idea, this wouldn't be easy to implement. If the view was
in stereo, any point on the screen would have two vectors into the scene -
so how do you know which object you're pointing to with the mouse? You have
to either choose one eye, or have another way to define the ray,
more work before they can be accepted into trunk -
see the tickets for details. But they are functional, and as always I'm keen to
hear feedback.
Cheers,
Alex
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Hi Lukas,
- Original Message -
Ok, i just had a discussion with Daniel and Dalai, who also are not
amused about the removed hide unused sockets button ;)
Instead of just adding back this button though, Dalai proposed to add
a more intelligent auto-hide feature: unused sockets are
- Original Message -
From: Alex Fraser adfr...@vpac.org
I actually like the way the nodes remain visible when the node is
collapsed.
I mean sockets :)
Alex
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in the same locations). This patch
builds on the stability patch above.
Any feedback would be welcome!
Alex
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Hi all,
I have submitted a patch that allows render baking directly to vertex colours.
The advantage of this is that it doesn't require a UV map, but the quality of
the bake will depend on the resolution of the mesh.
All, Alex Fraser has been working on a patch for adaptive time
step for fluid particles - for some time, there were an issue with
credits that has now been resolved.
Janne is happy to have this patch committed into trunk.
See:
http://projects.blender.org/tracker/index.php?func=detailaid
- Original Message -
From: Alex Fraser adfr...@vpac.org
For now it might be easiest to add all the 2.5x credits pages to the
page mentioned above. But as suggested by Campbell, we could move to a
more scalable format that shows each developer and the number of
commits they have made
On Thu, Aug 18, 2011 at 3:22 AM, Nathan Vegdahl ces...@cessen.com wrote:
What defines a new feature? How big must the impact be
for it? I mean it's senseless to write a small feature which
only affects a few lines in some areas to be developed in
a branch.
When branches are expensive, yeah,
- Original Message -
On 07/22/2011 12:54 AM, J. wrote:
[...]
From the Adium Mailing list:
In the current agreement for the App Store - on all platforms -
there are several provisions which restrict distribution. These are
incompatible with the GPL.
Right. The problem, as I
- Original Message -
From: Matt Ebb m...@mke3.net
I'm reluctant to spend more time trying to fix a system that is
broken
by design (and intended for general redesign anyway) ... I would
rather try to separate hair code from particle code, so the two
systems don't interfere with
Hi Sven,
- Original Message -
From: Sven von Brand svbr...@alumnos.inf.utfsm.cl
I added the logic brick with
bpy.ops.logic.sensor_add(type='ALWAYS',name=Name,object=Cube) and
supposed there was something like
bpy.ops.logic.link(sensor=,sensobject=, controller=,
contobject=) but
proposals (below) for the format and
location of the attribution.
Cheers,
Alex
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On 21 Jun, 2011, at 4:52, Alex Fraser wrote:
[...]
I propose that:
1. All future contributions be attributed in modified
Hi Martin,
On Mon, Jun 20, 2011 at 6:31 PM, Martin Sell m.sel...@stud.fh-sm.de wrote:
1) first part: group references
At the moment, you can't detect at runtime if the object controller
owner is part of a group. The duplicating object also doesn't know about
its group members. There is no
) or on a web page
linked to from the splash screen.
What do you think?
Cheers,
Alex
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[1]
http://git.kernel.org/?p=linux/kernel/git/torvalds/linux-2.6.git;a=blob_plain;f=kernel/cgroup.c
[2] http://git.gnome.org
. And
it really is an incentive to contribute.
Cheers,
Alex
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holders need to agree,
There is a good point. That would seem to be a deal-breaker, right
there.
Copyright notices are a statement of fact. If you don't have them, the author
still owns the code - you just don't know who they are.
Cheers,
Alex
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appreciate feedback, if you would like to try it. After applying the
patch, this feature can be enabled by ticking the box next to Particles
Physics Subframes. There are demos in the tracker (sorry, they're a bit
large) and a graph to illustrate how it works.
Cheers,
Alex
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for trying it out.
- Original Message -
From: Shaul Kedem shaul.ke...@gmail.com
Was it/Is it reproducible now ?
Do you mean, can it be applied against HEAD? Yep - I just tested it; it applies
cleanly against r37276.
Cheers,
Alex
On Mon, Jun 6, 2011 at 1:16 AM, Alex Fraser adfr...@vpac.org
a constant time
step is still more appropriate.
Cheers,
Alex
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a problem with the way state is stored between frames. If two
objects share the same particle settings, the results will differ; but if you
make the particle settings single user and keep the parameters the same, the
results will be the same. I'll see what I can do about that.
Cheers,
Alex
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+1 for switching to git or Mercurial. I am also maintaining several git
branches (across a few machines) locally and rebasing from SVN is a pain.
- Original Message -
http://www.wikivs.com/wiki/Git_vs_Mercurial
Other than not particularly liking SVN I've no personal preference,
but
On Fri, Apr 29, 2011 at 7:45 AM, M.G. Kishalmi l...@kishalmi.net wrote:
I like the PPA idea.
FWIW, there already is a Blender PPA, and it seems to get updated daily:
https://launchpad.net/~cheleb/+archive/blender-svn
I have been using it for a while now.
Cheers,
Alex
On Sat, Apr 23, 2011 at 9:13 PM, Trouble Maker maker...@gmail.com wrote:
Another problem i run in is that after adding a game property (
game_property_new() ), there is no way to have a reference to the property
just added. Right now i'm using context.active_object.game.properties[index]
- Original Message -
Beside selection of metric and imperial system, I would like to be
able to select working unit. For metric that would be [mm, cm, m,
km], for imperial [in, ft, yd, mi].
Could we also specify units for time? Currently we have a frame rate which
specifies the
Hi all,
- Original Message -
Yes, there also seems to be some confusion with GPL and LGPL.
Even if Eigen was not additionally lisenced as GPL2+, the main license
is LGPL3 and not GPL3 so a GPL2 prog (or even a proprietary program)
can use it without problem.
Ah yes, I didn't
to skip past the non-svn log
messages.
Cheers,
Alex
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tension), and easier to make multi-threaded.
Cheers,
Alex
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On Thu, Feb 3, 2011 at 10:08 PM, Campbell Barton ideasma...@gmail.com wrote:
Here are some proposed changes to the mathutils API I'd like to make
As discussed on IRC, these changes look fine to me. One more
suggestion: can we allow vector components to be specified without the
use of a tuple,
On Fri, Feb 4, 2011 at 8:54 AM, Campbell Barton ideasma...@gmail.com wrote:
Short answer is it doesn't make sense for Vectors to have one triple
arg, so - we could.
Longer answer:
The reason I made this change is that Quaternions and Eulers have
optional arguments which are more cumbersome
On Sat, Dec 11, 2010 at 1:48 PM, Alex Fraser a...@phatcore.com wrote:
we could generate predefined completion files for Pydev:
http://pydev.org/manual_101_interpreter.html#id2
[...] it could be generated using introspection from a running game.
Here is a game that does that:
http
Hi all,
On Thu, Dec 2, 2010 at 4:24 AM, Ton Roosendaal t...@blender.org wrote:
I've seen more people leave and come back, I understand working in
this volunteer driven environment isn't always easy.
At OSDC last week there were some good talks on fostering a good community.
At the company I work for, we are doing a project that requires
customisation of Blender. Traditionally, the client has been heavily
against the idea of free software. But Blender is so good, and the
benefits of being able to modify it are so great that it can't be
ignored. The client is even
On Tue, Oct 12, 2010 at 4:08 PM, Mitchell Stokes moguri...@gmail.com wrote:
Here is the patch for monitoring VRAM used by textures:
Awesome. I had a problem with a game when I eventually reached the
limit of my VRAM. Reducing the resolution of textures helped a lot, so
being able to measure it
Hi Campbell,
On Thu, Sep 9, 2010 at 9:18 AM, Campbell Barton ideasma...@gmail.com wrote:
--- Proposed solution
Follow the way operators work, treat properties as class attributes so...
bpy.types.Scene.BoolProperty(attr=myprop)
bpy.types.Scene.RemoveProperty(attr=myprop)
...is replaced
On Fri, Jan 22, 2010 at 7:13 AM, Tom M letter...@gmail.com wrote:
and here is a marching tiles algorithm used for fluids
http://www.cs.ubc.ca/~rbridson/docs/brentw_msc.pdf
Very impressive! And these were recommended by a friend of mine who is
working on something similar:
Definition of
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