Commit Graph

5052 Commits

Author SHA1 Message Date
b3bb3f06ba Some cleaning up of BLI_winstuff.h usage
- removed reference in render.h (really bad, shouldn't include a platform
   specific header so widely unless really necessary)
 - added M_PI, M_PI_2, M_SQRT, M_SQRT_2 defines to BLI_arithb.h... this is
   a better place as it is more the "standard" blender math header. left
   in winstuff.h as well for the moment for simplicity
 - other changes are patches to code so everything works ok with this
   shuffling.
2005-03-19 20:04:25 +00:00
3ca88c4e7f ome more warnings cleaning 2005-03-14 20:10:22 +00:00
c78e44cdc5 big warning hunt commit
lot of casts, added prototypes, missing includes and some true errors
2005-03-09 19:45:59 +00:00
b2288bca09 Applied correct '\\' for file paths on Windows (thanks Elubie!) 2005-03-03 20:40:48 +00:00
cfd5439bc6 Fixed Constraint projection code in perspective mode. When using a planar constraints, it follows the movement of the mouse exactly instead of just casting on the plane.
In user terms: the motion on screen of the selection follows the motion of the mouse pointer.

Gives some errors when the constraint plane is nearly perpendicular to the view port though.

Added a debug print function for 4D vectors to arithb.c

Optimised the 3D -> view projection functions in view.c (a bit).
2005-02-27 19:14:21 +00:00
e13933bc7c Added include sys/vfs.h for hpux was in the patches tracker....
and cleaned up the include for dirent.h

Kent
2005-02-25 14:50:57 +00:00
8c4608bbf4 I updated the FREETYPE2 checks so it didn't build freetype stuff
if WITH_FREETYPE2 was set to false.

Also added/cleaned up source/nan_compile.mk NAN_NOKETSJI stuff a hair.

Kent
2005-02-18 16:52:03 +00:00
996374bb5a Fixed old annoyance; enabling true Ortho render in Blender.
It used to be a simple hack, scaling lens with 100, and moving the camera
to the back with an equivalent amount.
Because of the hack, making it 100% compatible with older files I could not
achieve (yet?). To help reminding users, I've added a print when reading
old files with Ortho cameras.

Full description of how it works can be found here;
http://www.blender3d.com/cms/Render_changes.515.0.html
2005-01-30 11:25:27 +00:00
3806b050d6 Mixup of vectors in VecAngle3 (caused by me switching order of args!)
Resulted in wrong angle display, especially in trias
2005-01-09 14:28:18 +00:00
3c921cc8e8 The "teac" (measurement info) patch from Campbell Barton
Cleaned code somewhat (half the size!) and applied some changes:
- made it compatible with selection flags for new mesh editing (edge/face)
- renamed 'face angles' to 'edge angles' and made it display angles for
  2 selected edges too
- removed the confusing convention that always drawed the info if one
  of the vertices of edge/face/angle was selected. now it only displays on
  minimum of 1 full edge or face selected.
- made it react to "zbuf occluded selection" option (for zbuffered text)
- made it also colorize text for white theme color (TH_TEXT)

On larger meshes this info still draws very confusing. The idea of displaying
the info on 1 vertex selected was probably to show values while grabbing,
although that didnt really work for angles. One idea could be, for transform,
that it draws all lenghts/angles/areas that get changed during transform

All in all, still useful addition tho!
2005-01-08 21:16:24 +00:00
48bc598658 More warning cleanups...
added a casts to:
   blender/blenlib/intern/BLI_memarena.c
   gameengine/Rasterizer/RAS_TexVert.cpp

Removed unused vars from:
   blender/python/api2_2x/vector.c
   gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp
   gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
   gameengine/Rasterizer/RAS_FramingManager.cpp
   gameengine/Rasterizer/RAS_Polygon.cpp
   gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp

Kent
2005-01-03 18:05:24 +00:00
8055b5c247 Some of the Makefiles had CPPFLAGS += LEVEL_(X)_C_WARNINGS
I changed them so that they have CPPFLAGS += LEVEL(X)_CPP_WARNINGS
instead.

Kent
2005-01-03 17:57:16 +00:00
7e1fcb5c07 Bug fix 2047
FileWindow didnt sort the dirs "." and ".." correctly. Now these two are
always first.
2005-01-03 14:17:33 +00:00
610cec55c7 Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
  Currently only works with alternating scanlines, but gives excellent
  performance. For both normal render as unified implemented.
  Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
  getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
  OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
  with chars or shorts.
- Made normal render and unified render use same code for sky and halo
  render, giving equal (and better) results for halo render. Old render
  now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
  after render. Using PostProcess menu you will note an immediate re-
  display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options

- Render module is still not having a "nice" API, but amount of dependencies
  went down a lot. Next todo: remove abusive "previewrender" code.
  The last main global in Render (struct Render) now can be re-used for fully
  controlling a render, to allow multiple "instances" of render to open.

- Renderwindow now displays a smal bar on top with the stats, and keeps the
  stats after render too. Including "spare" page support.
  Not only easier visible that way, but also to remove the awkward code that
  was drawing stats in the Info header (extreme slow on some ATIs too)

- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
  defines.

- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
1b4667b33f Errors in saving runtime, and fileops in file window; files were copied
or deleted without keeping track of spaces in names, causing in potential
loss of data.

Needs review!
2004-12-16 14:40:25 +00:00
d12960dd2d fix for potential crasher. we were returning pointer to a local var 2004-12-12 13:29:54 +00:00
7434e91f7d Bugfix #1589
When the render output directory doesn't exist (on windows) the BLI_recurdir_fileops() function
tries to create a directory with no name. Added check if a name is specified..
2004-12-11 15:56:01 +00:00
c8c149281c Added winstuff.h for M_PI_2 define! 2004-11-11 13:47:06 +00:00
2e4a10253b Fix for bug #1756
This was caused by a very primitive method of interpolating quaternions.
It was converting quats to mat and back to quat, and then just doing
a linear interpolation. That whilst quaternions are renowned for having
good interpolation possible.

I've experimented with 2 quaternion interpolation methods, and can only
get one to work correctly... the "official" version from Watt brothers
I can't get working, both are in arithb.c now.

Will arrange *close* review with experienced NLAers for it! But testing
here gives fully predictable results.

Also changed;
- added pointer check in drawaction
- changed puldown menu for correct hotkeys for move NLA strips up/down
2004-11-11 13:17:32 +00:00
691302f28d Two fixes;
- The function "convex()" in editmesh_lib() actually did not deliver
a proper test for convex at all. It was checking only if a quad could
be subdivided into 2 trias. Code for adding face (FKEY) used this
call in total confusing manner. That code was there in 1.40 already,
cannot find any clue what it was supposed todo... :)
Recoded convex() to deliver a proper test. FKEY will give warning on
attempt to make convex faces now.

- Added undo-free for editmode undo on file load
2004-11-03 11:25:27 +00:00
e82d208b1c ESC during scanfill (triangulate) delivers corrupted memory
(well, not on OSX to be noticed :). Discovered thanks to adding filling
of curves in Solid display, and bugreport of intrr that ESC in grabbing
curve gives weird corruption.
2004-10-30 22:53:27 +00:00
bd9ac7d6ec Added an #ifndef PRINT
to get rid of this: "../../blenlib/BLI_blenlib.h", line 332: warning: macro redefined: PRINT

I know pathetic but hey...

Kent
2004-10-29 13:30:34 +00:00
8ae56af0cf Recoded how 'handles' were implemented; these were extra wireframe edges
actually, adding vertices and edges to displist.

Now the subsurfer gives editvertices a pointer to the subsurfed vertex
location; allowing not only vertices in 'optimal' draw to show correct, but
also gives proper handling of borderselect and lasso for edges. :)
2004-09-30 20:38:35 +00:00
572b7c078d New: Fake Polygons, or Face-polygons, or FGons nicked for now.
Just select a bunch of faces (selection should be valid flat poly) and
press FKEY. Works in fact as selection-group optimizing. Nice in solid
drawmode!

Further some small additional fixes in the whole debugging process.
Found old error in loopselect for triangles, subdivision code, and
selection still.

NOTE: subdivide still works on vertex level only.
2004-09-24 16:06:20 +00:00
f59503682d - basic code for fake-polygon support (called FGon in code). Disabled now
- hide flags now save correctly in mesh, to restore after going in/out
  editmode
- after an extrude, faces/edges could have wrong select flags
  (only in vertex select mode)
- new rule for addfacelist(); this now copies edges too, if an example
  is provided. That prevents a lot of awkward code, still testing if it
  goes as desired though...
2004-09-24 12:40:37 +00:00
a2e918d831 EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html

EditMesh refactor notes (user)

**** New selection modes

When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).

- Vertex Select
Select vertices as usual, fully compatible with how previous version work

- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.

- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.

While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.

The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:

**** Extrude

Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.

New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.

**** Other things to note

- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.

**** Todo

Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.


EditMesh refactor notes (coder)

**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.

**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT

- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
  if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
  if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
  This because of shared vertices or edges.

- use for selecting vertices:
  eve->f &= SELECT
- use for selecting edges always:
  void EM_select_edge(eed, 1)  // 1 = select, 0 = deselect
- use for selecting faces always:
  void EM_select_face(efa, 1)  // 1 = select, 0 = deselect

- To set the 'f' flags in all of the data:
  void EM_set_flag_all(int flag);
  void EM_clear_flag_all(int flag);

- the old faceselectedOR() and faceselectedAND() are still there, but only
  to be used for evaluating its vertices

**** Code hints for handling selection

If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.

However, by using the above calls, at least selections flush downward (to vertex level). You then can call:

void EM_selectmode_flush(void);

Which flushes selections back upward, based on the selectmode setting. This function does the following:

- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges

This works fine in nice controlled situations.

However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:

void EM_select_flush(void);

Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.


**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h

- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.

**** Unified undo for editmode

New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.

Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.

**** Going in/out editmode

As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.

ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
131e5908a6 Evil commit! Nothing really changed except;
- EditVlak -> EditFace
- variables called 'evl' -> 'efa'
- functions with 'vlak' in it now have 'face'

Just thought was nice starter for editmesh recode...
2004-09-18 20:15:37 +00:00
d1bbaf18ca - Fix build failure on Linux sparc
Checks for operating systems should be that, and not checks for hardware.
Linux/sparc is a valid combination, using sparc to check for Solaris thus
results in problems on non-Solaris.
2004-08-03 17:05:03 +00:00
e077328122 Added LSCM UV Unwrapping:
http://www.loria.fr/~levy/Galleries/LSCM/index.html
http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf

Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.

Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.

Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.

LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.

LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.

Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.

Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces

The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
c90ffd49e0 - changed sequence for finding HOME on Win32. Sequence is now as
shown at http://www.blender3d.org/cms/Installation_Policy.352.0.html

   Still TODO:  update NSIS installer script to suit the change.
2004-07-11 21:54:18 +00:00
f77bc7eb7d Quite a large one this time... but now we have:
Edges in Mesh
- adds automatic when you use creases. For other situations; call the
  void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
  edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
  wireframe
- render for edges can't work... edges have no material nor tface nor col..
  so here still the faces are rendered in wire

Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
  wire color to edge-select color (as provided in Theme)

Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?

Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
2004-07-08 20:38:27 +00:00
cd47cfd3d1 New: color picker!
With a click on the 'COL' buttons (the ones showing RGB) a menu pops up
with three colorpicking fields and a palette.
The fields are the three planar intersections of a HSV cube, each allowing
choosing in the field without the field changing.

The palette is 'modal' unfortunately (couldn't find a simple working other
method) where the button "paste to color" denotes the state that click in
palette copies to edited color, and "copy to palette" means the active
color is copied into the palette...

Todo:
- saving of palette in file
- decide whether ESC leaves without changes...
2004-07-05 08:48:17 +00:00
4f457fa277 Limit for Normalise() call was 0.000000001 or so. This is still far too
big, since a float can go to 10^-37. And, this value is still squared, so
a square root will not frustrate it.

Limit now is 10^-35, fixing disappearing faces in extreme small object
thats extreme close to a camera. (thanks OOPz!)
2004-05-31 12:08:50 +00:00
d5fde6c48b Added #!/usr/bin/python standard script identifier to the start of SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
34d3b2c2e4 Changed printing an empty string to print "0" for files for zero size
in file selector.
Thanks Joilnen for pointing to this line.
2004-05-11 12:50:04 +00:00
00b44d4db2 - nasty memory corruption on windows for getting home directory
- check to make sure $HOME/.blender exists before returning that
    as the home
2004-05-10 20:35:46 +00:00
9936d28382 - switched a strcat and strcpy pair... doh! (well spotted b-ix!)
- appended "./blender" to %HOME% return for Win32. Is consistant now
  with the other returns for Win.
2004-05-06 21:40:38 +00:00
8d18aade3f potential fix for windows crash when it encounters file dates beyond
the nice limited unix range (1970-2034 or so).
Zr will check!
2004-05-06 20:53:05 +00:00
64fd636f0c Mirror in object mode. Works like Mirror in edit mode but only works on local axis (doing it differently would require a much more clever algorithm).
Mirror Object is assigned to Ctrl-M and I've add Ctrl-M to call Mirror Edit (on top of M alone) for practical reason. We should consider switching both to Ctrl-M for pratical reasons but I kept M for backward compatibility
Also added the menu and toolbox counterparts.

Minor addition to arithb.c: A function to print vectors to the console. Easier for debuging.
2004-04-24 21:09:06 +00:00
255cd235a3 - Returned multi-user support on Win2k/XP.
Now uses 'Application Data/Blender Foundation/Blender' instead of old
  "Not A Number" dir.

- Updated windows installer to make this change transparent for the
  users. It copies /.blender to the new location and displays a short
  message to advise them of the change
  (http://homepages.nildram.co.uk/~aphex/installer_msg.jpg).

- Installer also includes fix for opening blend files from explorer (patch provided by Valentin Ungureanu (vung) - thanks!)

Note to CVS users on Win2k/XP:  Although blender will continue to work
without changes, you should ideally copy the /.blender dir to
<app data>/Blender Foundation/Blender for the sake of correctness :)
2004-04-20 19:12:48 +00:00
9802db019d Rick Kimball's patch Basically it checks to make sure the unix platforms
were able to find a user before copying that user as the owner.

Kent
2004-04-05 17:07:06 +00:00
Chris Want
3b680da036 Making noise.c more palatable on irix. 2004-04-04 01:36:16 +00:00
0ae03d1626 Eesho's patch for new noise textures!
Basically this provides three new things:

1. Choice of a list of noise-base functions, which can be used by the
   current Clouds, Marble, Wood textures as well.
2. Three new texture types: Musgrave, Voronoi and DistortedNoise
3. Python access to noise functions (not for render!)

All of this together makes Blender's builtin procedural textures a LOT
more powerful. Here again, a full webpage should be made to show off all
possibilities, and explain some of the more scientific names for settings.

A good read on Musgrave textures can be found here:
http://www.ypoart.com/Downloads/Musgrave.htm
About Voronoi:
http://www.ypoart.com/Downloads/Worley.htm
I can't find official DistortedNoise docs easily... maybe its something
Eeshlo created himself.

I've spent some time to change the patch Eeshlo provided. Worth noting:
- created main texture "Musgrave" with 5 sub choices (instead of 5 new
  main textures)
- added for all new textures the option to scale (zoom in out)
- added patch in do_versions to initialize variables

I hope the Python team will check on the Noise.c API. And include in docs!
2004-04-03 13:59:27 +00:00
2b27a909f0 Fixed the fix I did earlyer. (Move var declaration up in the function
to where it should be)  Darn SGI ;)

Kent
2004-03-30 14:41:08 +00:00
53b9bc5990 Bug fix for #977
Removes the creation of a password table for Non Windows machines
and instead calls getpwuid Was a lot slower before,
 on systems with many users.

fix provided by Ryan Hayward (rhayward)

Kent
2004-03-29 18:39:48 +00:00
9206a1eba6 - replaced G.{edve,eded,edvl} with G.editMesh, atm just a structure to
hold the three lists, nothing major, but gives a place to hang data
    off of and a single "mesh" structure to pass around for editing
    functions.
2004-03-28 08:46:35 +00:00
9ed4436058 Updated the Sun ifdef's basically I standardized them so they
were all the same and make sure all platforms see them.

Kent
2004-03-06 19:32:33 +00:00
70a4ead0ae SCons updates
* 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.
2004-02-29 21:40:48 +00:00
874d454d67 SCons updates
* Removed the I18N_DEFINES from the config.opts file. This define is not a
  user setting. The defines depend on what options the user enables in the top
  of the config.opts file (USE_INTERNATIONAL).
* Moved the defines to the correct SConscript files.
  Only the relevant libraries now use these defines.
* Windows fix for the python settings. There were missing brackets [ and ] for
  these settings.
2004-02-23 14:39:08 +00:00
d9cf17d930 Added a if defined(__sun)
I believe gcc and sun's cc have it defined differently.
It wasn't including statfs.h now it is.

Kent
2004-02-23 14:29:10 +00:00