It will attempt to break into the debugger instead of aborting the program. On Windows you have a nice MessageBox function, so you can choose to break, ignore, or permanently ignore the assert.
Floating point imprecision made MT_Quaternion::angle return NaN, since acos(x) is NaN for |x| > 1.
Because of the way NaN's propagate through float math, the view pos would be set to [NaN, NaN, NaN] resulting in a grey screen.
So now by default, assert is not used in moto code.
If you want to use assert (and stop blender if one fail),
define MT_DEBUG.
solve bug #1292 and better fix for #1260
* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* Windows (jesterKing)
- builds with quicktime (optional)
- builds with openal (optional)
- builds with international support (optional)
- Use the DOS box to build
- builds with precompiled libraries
* Irix (Hos)
- Uses default Irix compiler
- Not all optimization levels correct yet
- options for quicktime, openal and international disabled
- builds with precompiled libraries
* Cygwin (me)
- has a problem in the linking stage
- uses free build tools (gcc)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* MacOS (sgefant)
- builds with quicktime (optional)
- options for openal and international disabled
- builds a nice bundle
- builds with precompiled libraries
Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
optional parts are only to be enabled by directly setting 'true' or
'false' in the SConstruct file. This needs to be moved to a user config
file. Also, the .o/.obj files are stored in the source tree. This needs
to be fixed as well.
The game engine is not yet built.
*Fixed boolean buglet in the bsp lib. I have not committed any libraries so you'll
have to do this to see the changes in blender.
*Got the bsp test program working again with the new GHOST createWindow
interface.
*(Visual C++) Modfied some of the dsp in the intern library to NOT prompt when
overwirting old libs and header files. This is the /Y option after XCOPY
Cheers
Laurence.
I took out the following from the includes in the intern dir that still had
it:
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
Kent
--
mein@cs.umn.edu
intern/make/msvc_6_0. Changed paths in all these files to build to
lib/windows and use obj/window/intern for object files and other temporary
stuff.
Added project files for guardedalloc and blenkey (in keymaker directory).
blenkey still assumes openssl being installed in lib/windows.
The only thing not automated is is the frozen Python stuff.
Maarten
This saves other OSX developers the trouble of manually running ranlib.
This is not a good solution (because I don't know the correct one) but it works.
Maarten