The rendering device is now set in User Preferences > System, where you can
choose between OpenCL/CUDA and devices. Per scene you can then still choose
to use CPU or GPU rendering.
Load balancing still needs to be improved, now it just splits the entire
render in two, that will be done in a separate commit.
- Make gettext stuff draw-time. so switching between languages
can happens without restart now.
- Added option to translate visible interface (menus, buttons, labels)
and tooltips. Now it's possible to have english UI and localized tooltips.
- Clean-up sources, do not use gettext stuff for things which can be
collected with RNA.
- Fix issues with windows 64bit and ru_RU locale on my desktop
(it was codepage issue).
- Added operator "Get Messages" which generates new text block with
with all strings collected from RNA.
- Changed script for updating blender.pot so now it appends
messages collected from rna to automatically gathered messages.
To update .pot you have to re-generate messages.txt using "Get Messages"
operator and then run update_pot script.
- Clean up old translation stuff which wasn't used and most probably
wouldn't be used.
- Return back "International Fonts" option, so if it's disabled, no
gettext lookups happens on draw.
- Merged read_homefile function back. No need in splitting it.
TODO:
- Custom fonts and font size.
Current font isn't nice at least for russian locale, it's
difficult to read it.
- Put references to messages.txt so gettext can merge translation when
name/description of some property changes.
Change OURPLATFORM from "linux<major_version>" to simple "linux".
Since new policy for linux kernel versions that major version in
platform doesn't make much sense for building rules so the same
rules could be used for both of linux2 and linux3 now/
Tested on both of linux2 and linux3 systems.
(userpref->system), with a great help from brecht (its been way too long
for me).
However as brecht pointed out that the non-AA text is slightly lareger
then AA'ed Text :S, i did not do anything about this as this commit was
just the option not the text drawing.
this commit also makes it possible to do all kinds of UI textrender options
- remove scons option WITH_BF_FHS, its not needed anymore.
- comment WITH_BF_DOCS, was using epydocs which we dont use now.
- blenderlite target was broken, always using openmp.
- building without python wasnt working.
- fixed some warnings.
Supports default OSX codecs : Linear PCM, Apple Lossless and AAC
Note that AAC codec doesn't support sample rates above 48kHz. If a python/rna guru knows how to easily enforce this limit, he is welcome!
Enjoy making Quicktime movies now with audio!
replaces another so it can do updates (e.g. dopesheet editor can
sync channel selection).
Also coded a simple optimization for allocating small objects,
based on mempools. It's #ifdef'd out, you can enabled it by
defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to
your compiler flags).
We suffer from a great deal of performance loss from the system allocator
(vgroups, ghash, edgehash, the singly-linked list implementation in blenlib,
editmesh, and likely a great many areas I'm forgetting), and this is the
common solution for handling the many-small-objects problem. It's not
really production-ready yet (it's long-term memory consequencers need to
be profiled first, and the implementation tweaked as necassary), but for
people on systems with slow system allocators it's worth trying.
Note that since this creates a guardedalloc<->blenlib link, the build systems
need to be updated accordingly (I've already done this for scons, though I'm
not sure if the player builds).
- added "QuicktimeCodecSettings" struct in DNA
- old "QuicktimeCodecData" opaque struct is nowdeprecated (read only use when QuicktimeCodecSettings is not set)
- fixed small bug when importing deep color movies
Note that you may need Final Cut Pro installed to be able to use the DVCPRO HD codecs