[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them
That was about it.
There are a few things that needs double checking:
* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
or whatever):
NAN_NO_KETSJI: when set to true, disables compilation of the game engine.
NAN_JUST_BLENDERDYNAMIC: when set to true, only dynamic executable is
build (i.e., no plugin, etc).
Note that NAN_NO_KETSJI implies NAN_JUST_BLENDERDYNAMIC.
- added mesh_set_smooth_flag, mesh_delete_material_index function
- isolated some globals
- got rid of reliance on meshdata in buttons_editing.c and material.c
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
of source that actually edit mesh *data* vs. areas that just edit
mesh object information.
* Added the following flags to config.opts:
- PYTHON_LINKFLAGS
- PLATFORM_LIBS
- PLATFORM_LIBPATH
- PLATFORM_LINKFLAGS
Backup your original config.opts file and run scons again to get these new
options.
* Use freetype-config instead of pkg-config for determining the freetype2
flags.
* The new PYTHON_LINKFLAGS now enable the dynamic linking on Linux and
possibly other platforms as well. This should resolve all linking problems
reported to the mailing lists. (At least for Linux, I can't test other
platforms).
* Created a MESH_MAX_VERTS macro in DNA_mesh_types.h
* fixed vert limit for converting displistmesh ==> mesh
* fixed vert limit when doing boolean operations
of zr). This struct was never written to file and the new 'int based'
MFace can be used in it's place. Some removal of redundant code could
perhaps be done now (I didn't do any though, just "s/MFaceInt/MFace/").
different objects shouldn't share flags this way (still sharing of
other mesh flags in renderer... ickity pickity, but I'm not fixing now)
- removed some unnecessary uses of DNA_mesh_types.h
Short usage info:
In loopcut mode after selecting a 'reference edge' and you are selecting the % to cut press p to toggle non-proportional mode.
the base side of the reference edge will be indicated by a large pink vertex. This is the side that 0% is calculated from and the side that the non-proportional cut will mimic. To change the side of the base, press the Fkey
The header has always shown the % of the cut, but now in non-proportional mode, it will show the distance from the base side of the loop. It will also show which cut mode you are currently in.
Rotation Current;y goes like this in editmode...
alt-b : vertex loop select
alt-b : face loop select
alt-b : off
I also removed the console output for changing to small cursor.
Add an image texture to the world (in any channel, the first one with an image will be used) and it will be exported as an image background
The texture 'bright' slider is connected to the 'power' variable
If the image selected ends in hdr, it will be exported into an HDRI block.
The texture 'bright' slider effects exposure adjust (it is slider value - 1) so a value of 1 == no expousre adjust. (this needs a better solution in a later implementation)
This commit: selection code, loop cursor and menu option for 3d header committed.
Still to come will be activation code (perhaps shift-B rotation) after more discussion.
In an attempt to optimize, displist wasn't recalced if 3D window subsurf
level was the same as render subsurf level, this kept wave effect
from being calculated in animations if leves were equal.
Fixes 1/2 of bug #1000 (Still doesn't update 3D Window)
Complaining because the cast confuses the compiler and it complains
lvalue of the expression isn't modifiable.
Probably a way to fix this but I'm lazy so I'm just reverting it to the
warning that works. :)
Also noticed a debug statment that was after a return value so I remove it.
(It was also trying to print memory that had been set to NULL above so
pretty much worthless)
Kent
to remove the following warnings:
playanim.c:228: warning: implicit declaration of function `strdup'
playanim.c:228: warning: assignment makes pointer from integer without a cast
playanim.c:234: warning: implicit declaration of function `strcpy'
playanim.c:281: warning: assignment makes pointer from integer without a cast
playanim.c:299: warning: implicit declaration of function `strlen'
playanim.c: In function `playanim':
playanim.c:378: warning: implicit declaration of function `strcat'
Kent
Basically the switch statement for the menu had some numbers that were off.
it went 7 9 10 11 instead of 7 8 9 10
Joilnen's Fix for bug #999
Basically the switch statement for the menu had some numbers that were off.
it went 7 9 10 11 instead of 7 8 9 10
Kent
* 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.