* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
Cleanup commit:
- Yafray removed. Also did cmake/scons files, but didn't compile with it,
so test would be appreciated :)
- Removed old crap from Windows release dir, should be checked on
further by windows release builder later.
Grand cleanup:
- removal of FTF and ftfont dir
- removal of text.c which wrapped it
- wrapped old text drawing code temporarily, need to decide how 'style'
will behave per editor when you draw strings outside interface code....
wouldn't be very useful to set fonts locally all over?
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
I go to start commit the new code here and then replace one
by one bmfont and ftfont, this do nothing right now, but it's
more easy keep the files here to work from the studio and my home.
I only update the Makefile and SConscript (but JesterKing a double
check never is bad), so please check the msvc and cmake files.
The new library is libblenfont.a
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
This is the first code for the Data API, also known as RNA system in the
2.5 Branch. It does not include a user interface, and only wraps some
Scene properties for testing. It is integrated with Scons and Makefiles,
and compiles a 'makesrna' program that generates an RNA.c file.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataAPIhttp://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNA
The changes are quite local, basically adding a makesrna module which
works similar to the makesdna module. The one external change is in
moving genfile.c from blenloader to the makesdna module, so that it can
be reused by the RNA code. This also meant changing the DNA makefiles.
It seems to be doing dependencies correct still in my tests, but if
there is an issue with the DNA not being rebuilt this commit might be
the one causing it. Also it seems for scons the makesdna and makesrna
modules are compiling without warnings. Not a new issue but this should
be fixed.
The RNA code supports all types as defined in the Data API design, so
in that sense it is fairly complete and I hope that aspect will not
have to change much. Some obviously missing parts are context related
code, notify() functions for updates and user defined / ID properties.
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
[#7660] Solaris 10 x86 support (Makefiles)
Hopefully it will not mess up anything for anyone else. I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be
overridden, to allow greater flexability.
Let me know if there are any problems/questions.
Kent
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.
Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.
Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).
Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
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.
Removes ssl from blender.
makes the following directorys not needed anymore:
blender/intern/keymaker
blender/source/blender/src/pub
blender/source/blender/encrypt
blender/source/blender/decrypt
blender/source/blender/sign
blender/source/blender/verify
It works with The Nan Makefiles and autoconf, could whoever is working
on the other build systems update them so we can nuke those directorys?
They won't do anything but I figured I'd leave them in for a week or so
to make things easyer on people.
Kent
I've modified things so it nolonger uses the stuff in
blender/source/blender/verify
This should be working for both the old Makefiles and the autoconf stuff.
People working with other build systems please update them,
both blender/source/blender/verify and sign will be going away soon.
(Next step is to get rid of blender/intern/keymaker)
Kent
I removed the source/blender/sign dir from both autoconf and the
old makefiles.
If someone could update the projectfiles and the other build systems
then we can nuke that directory.
Kent
#include <QuickTime/Movies.h> instead of #include <Movies.h> on OS X to
avoid having to specify the full path to the QT headers in the Makefiles
#undef NDEBUG on OS X to avoid errors about ID being declared twice
enable support for QuickTime in the original Makefiles on OS X