work only in non camera mode in 3D view
need the external plug-in to be compiled separately
line 894 of ghostwinlay.c must be replaced with
values adapted at your system
see mailing list for features planned and how
to use
notes :
it compiles but is non functional
lacks the platform specific changes in ghost ( i cant test windows)
lacks the code for plug-in.
the platform specific code will be added when we sync with Ettore work
the plug-in itself cannot be added here
- fix for 3DPlugin compile
- cleanup of bullet path
- removed PHY_ODE project from 3D plugin too, not used anymore
Now all configurations should build again, let me know of any problems!
Not been able to test if the 3DPlugin is actually working,is job for another day ;)
Also the 3DPlugin is compiled without OpenExr, this needs to be looked into once too.
- fixed WinTab locking positioning into absolute mode
- hopefully fixes [ #5586 ] Cursor control
Note: Setting the extent of the digitizing context causes Application to override
system settings for pen/mouse control. Removing this fixed the issue.
on OSX to have slow selection and mouse response.
Code from the previous commit is still there, but the #define that
triggers it has been commented out.
- GEdon't crash when attempting to add constraint on game objects without physics controller
- GEimproved some physics -> graphics synchronization issues
- small experiment with game engine timing to smooth framerate/reduce tearing
Basic support for normal pressure sensitivity is implemented, adding other features like tilt etc. shouldn't be too difficult, now that basic support is there.
Tested with WACOM Volito on Windows XP using the pressure sensitivity with texture paint to change size of the brush .
Added additional include dir to scons, and MSVC 7 project files - other build systems might have to be updated.
open the tablet and friends up....
Basically the issue this fixes is this. On my linux machine at
work someone setup a generic xorg.conf file that defines all
kinds of devices (a tablet and other stuff) which are not on my
machine. So blender was exiting when it tried to open the tablet
and failed. Now it doesn't.... :)
I also did some very minor reformatting... (replaced parts that had spaces
with tabs)
Kent
This is 'ported' from Nicholas Bishop's sculpting GSoC tree. I'm bringing it
over now so a) it can be there for when lukep does his GHOST refactor b) it's
something that GHOST should have anyway, particularly now there's interest in
painting tools and c) it's missing support in Windows, so hopefully now some
enterprising Windows coder can add that more easily in the main bf tree.
Right now X11 and Mac OS X are supported. I added and can maintain the Mac OS X
part, but I'm not familiar with the Xinput stuff, which Nicholas wrote. Both
X11 and Mac are collecting active device and pressure, and Mac is also
collecting x and y tilt data. Up to coders how they want to use this info! :)
Although the data's coming in, I haven't actually made this do anything. I
thought it best to leave it to brecht to figure out what he wants to do with the
painting stuff, and I wonder what other interesting uses there could be for it
(proportional edit?). I'll write implementation details in a separate mail to
the committers list.
"Swaps left and right bytes of small cursors for Carbon on Intel."
This fixes garbled cursors on Intel Mac builds. Tested on my G4 too and it works fine.
Used F11 and friends for its special keys Stop,again etc..
So this little patch enables F11 and F12 to work as expected
following link has documentation on it:
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=4734408
also from /usr/include/X11/Sunkeysym.h
#define SunXK_F36 0x1005FF10 // Labeled F11
#define SunXK_F37 0x1005FF11 // Labeled F12
I also added a comment explaning why the heck its there...
What this means is XK_F11 and XK_F12 do not line up with the F11 and F12
keys on sun keyboards. So I've added special cases to correct the issue.
Doing a quick grep for XK_F shows there are some files in the
gameengine that use them when they probably shouldn't, but I'm not going to
attempt to fix them, Files that should be looked at are:
gameengine/BlenderRoutines/KX_BlenderInputDevice.h
gameengine/Converter/KX_ConvertSensors.cpp
gameengine/GameLogic/SCA_IInputDevice.h
gameengine/GamePlayer/common/unix/GPU_KeyboardDevice.cpp
gameengine/GamePlayer/common/windows/GPW_KeyboardDevice.cpp
gameengine/GamePlayer/ghost/GPG_KeyboardDevice.cpp
gameengine/Ketsji/KX_PythonInit.cpp
Kent
This should bring the projectfiles upto date for msvc7.
Moving these to version 7.1 so that the version 8 people don't have such a hard time importing into 2005.
Build intern.sln, extern.sln and then blender.sln. Enjoy. :p
* These changes bring cross-compiling Blender for Windows on Linux one step
closer to reality. The 'biggest' change is in makesdna SConscript to make
sure a linux native makesdna is built, that can be run, too. Next to that
proper checks for env['OURPLATFORM']=='linuxcross' are added in various
places.
Switch change in pluginapi.c was necessary, and AFAIK it should work like
that also on WIN32, if not, slap me.
Note: everything *compiles* now nicely, it is just that the final *linking*
doesn't work (yet). Anyone who fixes this will be the
hero of cross-compilers :)
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux
only, but was only linking issue, so should work on other platforms too).
NOTE: I noticed some compileflags for GE specific libs that were left out -
I re-enabled them in the SConscripts, but I'm going to do a test build my-
self now, so if there are problems with them on win32, I probably already
know about them :)
* This commit is all of the rewrite work done on the SCons system. For
documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
contains valuable information, along with what still needs to be done.
- linux, os x and windows compile now.
- files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
- NOTE: Jean-Luc P will commit sometime during the weekend proper
appit() for OS X. For now, copy the resulting binary to an
existing .app bundle.
- features:
- cleaner structure for better maintenance
- cleaner output during compile
- better handling of build options
- general overall speed increase
- see the wiki for more info
Cygwin, FreeBSD and Solaris systems still need work. For these systems:
1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
2) set the proper defaults for your platform
3) mail me at jesterking at letwory dot net with you configuration. if
you need any modifications to the system, do send a patch, too.
I'll be giving first-aid today and tomorrow, after that it'll be all
regular development work :)
/Nathan
- XCode project
- Scons :
scons stopped working for Os X in the last month (dont know when) :
* the '.' and '..' keywords in CCPPATH
are not recognized anymore for sconscripts compiling files at
a sub level
* when doing a scons clean, the 3 subdirs in build dir are removed
and scons then fail to recreate them (exten, intern, source)
this commit solve the first problem as a temp workaround
for the latter simply recreate the dirs manually
I will investigate that further when on vacations, which i should already
be.
;(
all 3 build systems are now working on Os X