Tuhopuu3 / Windows (2005/04/07)

User-contributed CVS development builds. Please test and give feedback!

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gabio
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Location: Canada - Québec - Sherbrooke
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Tuhopuu3 / Windows (2005/04/07)

Post by gabio » Thu Apr 07, 2005 2:30 pm

After near a month of silence. We finnaly managed to compile this out. Joeedh corrected all problem gcc could give him, helped by some poeple, and I corrected my problem too. My tree wasn't updating anymore, sorry for the trouble. So it's now building. Let's see the new stuff.

-Tuhopuu3 now have(since march 28), Half edge mesh, which is almost like wings. This support full ngons and is very promising. Thanks to joeedh.

-Broken Did some cool job on interface again, as selection of text in text field, and more new layout.

-themyers coded syntax hightlight in the text window, so python coder can now rejoice.

(edit) For now on, The archive will be broken in two, so it's more easy on the server and bandwidth, but also more fast for you. I will notify when the xtra archive will be updated with new file If you already have a blender installation, the xtra files is not needed
---------------------------------------
Relevant feature:
-Merge of Blender/cvs 2005/03/12
-integrated the new wood and marble options.
-New Script(links) buttons layout
-Allow values over 100% in the render % adjuster thingy in render buttons
-A turntable view rotation that actually works like it's supposed to!
-A lot of bugfixes
-Selection inside text/number entry fields
-Merge of Blender/cvs 2005/03/27
-Half edge mesh with full ngons support.
-Merge of Blender/cvs 2005/03/30
-Merge of Blender/cvs 2005/04/03
-negative subsurf creasing(he mesh)


Commit:
-hos
Log Message:
Merge of Blender/cvs 2005/03/12

Log Message:
Merge of Blender/cvs 2005/03/20

Log:
Fixing post-merge glitches that confounded compilation:

* new transform drawing needs tuhopuu-style drawcircball() syntax;
* lost some headers.

-jiri
Log:
- better selecting of TimeMarkers
- fixed typo in sound header menu

-broken
Log:
* Material/texture buttons post-merge cleanups

Also integrated the new wood and marble options which I'd forgotten
before, whoops.

* New Script(links) buttons layout

I've changed this a fair bit, hopefully for the better :)
It now uses a constraints-style GUI, where each scriptlink is a
tangible entity, and can be manipulated (well, just deleted at this
stage) individually. It's designed to give a better overview, so
you can see at a glance what scriptlinks are in effect, rather than
them being so hidden away as previously.

I'm convinced one of the reasons why scriptlinks haven't been very
popular or often used (just my un-empirical observation) is that
the interface to them was so obtuse and hard to understand, with
the 0 Scr: 0 stuff and so on. So scripters, feedback is very
welcome on this change!

Log:
* Made the scriptlink panels variable height. There is still a
small issue (in existing constraints panel too) where it
sometimes needs a redraw afterwards. Not sure how to solve for now,
will think about it.

-themyers
Log:
Syntax highlight

Added
get_format_string(void)
static int check_others(char string[]);
static int check_numbers(char string[]);
static int check_builtinfuncs(char string[]);
static int check_statments(char string[]);
static int check_specialvars(char string[]);
static int check_blender(char string[]);

get_format_string just builds a color string

I did not add a Icon as of just i just used ICON_BLANK50-51 due to blenderbuttons ( icon file ) being full.

-broken
Log:
* Removed turning Fields on with the render preset scripts. Was
causing confusion and was a stupid idea anyway, since you don't
want fields on when doing still test renders :)

Log:
* Allow values over 100% in the render % adjuster thingy in
render buttons. This seems safe, let's see how it goes.

Log:
* John Aughey's patch: A turntable view rotation that actually
works like it's supposed to!

-bjornmose
Log:
the thing i wanted to commit first (before fixing compiler stuff)
clone brush in UV/2d image editor does not bork alpha in original image any more

-broken
Log:
* Selection inside text/number entry fields

Image

A little afternoon/evening itch-scratching project, in between
other things. Number and text fields now have a concept of
selection, which was always missing before. Clicking to enter the
number/text field automatically selects all by default.

Here is the current functionality:

Mouse click: If inside the button, places the text cursor at the
clicked position. If outside the button, confirms/finishes editing
Mouse drag: Selects the text between the start and end point of the
drag.

Backspace: Deletes selected text, or backspaces a character
Shift Backspace: Deletes all, as before.
Delete: Deletes selected text or forward deletes a character
Shift LeftArrow: Extends the selection left
Shift RightArrow: Extends the selection right

LeftArrow: If there's a selection, move the cursor to the left edge
of the selection, otherwise move the cursor left a character.
RightArrow: If there's a selection, move the cursor to the right edge
of the selection, otherwise move the cursor right a character.
UpArrow/Home: Move the cursor to the beginning of the line
DownArrow/End: Move the cursor to the end of the line

Any ascii character: Delete the current selection and insert
the character

Todo:
* Copy and paste acting on selected text
* If it's easy enough, doubleclick to select a word

Log:
* Fixed a little bug with deleting selected text in text fields

-hos
Log Message:
Merge of Blender/cvs 2005/03/27

-joeedh
Log:
Final commit of HE mesh

I didn't use #ifdefs in my code, so no need to add -Dblahblah to anything.
Convert normal meshes to HE meshes with ALT-C

read more at the wiki, http://wiki.blender.org/bin/view.pl/Blenderdev/WebHome

Hopefully, I have all the files, and I havn't trod on anyone else's work

-themyers
Log:
-Added bracket matching with theme color
-Changed get_format_string to only run when draw_cursor is done

Log:
Updated bracket matching to not include brackets that are in a string or a comment
Reduced the amount of code adding another function get_len_to_cur_char
pass a TextLine, int
it returns the number of spaces to int pos.
if a char is a TAB it calculates the number of space it is equal too.

-broken
Log:
* Updates to John Aughey's turntable patch

-themyers
Log:
Updated Bracket Highlighting increased size by 2

-jiri
Log:
I did small chnages of textual input ... it is possible to move with text
cursor very fast (<ctrl>-<left_arrow>, <ctrl>-<right_arrow>) between
director separators (unix: '/' or win: '\').

Small demo video:

http://blenderdemo.wz.cz/captured_videos/ctrl.mpeg

I can add some other "stop" characters in the future.

Jiri

-hos
Log Message:
Merge of Blender/cvs 2005/03/30

Log:
A strange bug that was causing new text created with pidhash's text3d
python module to be drawn wrong.

Log:
Don't free tmp->format if syntax highlighting isn't enabled.

-broken
Log:
* Updated the blenderbuttons icon file

-themyers
Log:
Updated do_brackets(void) to not need tmp->format for drawing
It is now possable to have bracket matching without syntax highlighting
Added Icon for Syntax highlighting

-joeedh
Log:
This commit has several bugfixes and rewrites.

First of all: subsurf has been fixed. HE mesh no longers relies on DispListMesh or HyperMesh, so zr can kill that code right now if he wants to! zr's work is so cool!

Also, I've added a simple ngon-supporting display structure for HE mesh to use. It supports ngons, is entirely indice-based, and is very easy to copy. Right now it's used as an intermediatory structure for subsurfs and lattice deforms. This is by no means a final solution though, but is *really* needed right now.

A few other notes:

This commit includes the file saving code, which I forget to commit initially. I've also changed HEMesh from a COMLIB to a PULIB, so the player will hopefully compile again for those who are having problem. I changed it in scons, too.

There was also a small bug in the origional subsurf code cause by regression and patching errors, which I've fixed. so old subsurfed normal meshes won't crash blender anymore.

As for warnings, I've killed a lot of them. The only problem is, my version of gcc doesn't report them all to me, and I'm still not sure what -W flags to use. Nonetheless, warning hunt is what I'm going to do next.

that's it! enjoy! ;) .

-broken
Log:
* Added access to the G.rt variable in
Help->System->Debug Code (rt)

* Made a few modifications to the manipulator drawing, based on
this doc:
http://wiki.blender.org/bin/view.pl/Ble ... sformNotes

There's a bit of ugly commented out stuff hanging around for now,
I didn't want to disturb anything too much, since this is mainly
for testing.

* Added hotkey Alt Shift M to toggle on/off manipulators, and
Alt Shift G / Alt Shift R / Alt Shift S to switch between
manipulator types

-hos
Log Message:
Merge of Blender/cvs 2005/04/03

-broken
Log:
A bit of buttons house keeping before moving on to edit buttons

* Allow ROW buts to toggle bits as well as TOGs. Syntax is pretty
similar, use ROW|BIT|# where # is the bit position, 1.0 for the
'min' and 0.0 and 1.0 for the 'max' values. More explanation to
come on tuhopuu-dev

* Layout tweaks in render buttons and object buttons (with
contributions from William, thanks)

-joeedh
Log:
Small bugfix, was not checking if default material existed or not, so ended up accessing a NULL pointer.

this causes files without any materials to crash, sicne the default material is intended to be G.main->mat.first.

Log:
This commit fixes several warnings. also includes a few experimental things.

First: negative subsurf creasing. Creases with negative values. Works only for hemesh. Causes various fun effects, modo has it.

Also, I've written a deform modification stack for hemesh, which supports hooks and lattices. However, I would like to trash it and use zr's system when he makes it, so right now you have to define USE_DF_DEFORM to turn it on. Lattices will work even if it's off, though, since adding lattice support is about six lines of code either way :) you can find the code in source/blender/blenkernel/DFDeform.c

As for warnings, added more prototypes. Fixed more files. The grand cleanup continues. seriously GCC is way to forgiving.
---------------------------------------
A new build is available
Last edited by gabio on Thu Apr 14, 2005 2:59 am, edited 3 times in total.

Bellorum
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Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum » Thu Apr 07, 2005 4:01 pm

Thanks, Gabio. Good to follow Joeedh improving his work on HE mesh. Bridge faces is kewl:) can't wait for more functionality. Actually prefer Ton's simplistic widget to Broken's. Btw, 'grab'-widget lacks global/local switch?
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

phase
Posts: 83
Joined: Mon Oct 14, 2002 1:59 pm

Post by phase » Thu Apr 07, 2005 4:07 pm

This build also contains a new method for loading unicode 3d font characters written by Mika Saari.
The 3D characters are now loaded dynamically, this should use less memory than before.

Mika's commit message got lost somewhere, so I post it here. :wink:

JoOngle
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Post by JoOngle » Thu Apr 07, 2005 4:09 pm

Funny... I remember someone here on this forum mentioning download
problems with not beeing able to download the complete files...

...Now I´m experiencing the same. The download suddenly breaks
and says completed...with various file sizes almost every time.

I´ll try until i get the file....hmm..

*Edit* Gabio - I think your server is WAY overloaded. I tried visiting
your homepage (the Empty one) ;) but it sometimes dissappear
and reappear when refreshing...so to me it seems like the
server just ain´t "serving" more.

M@dcow
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Joined: Sun Apr 20, 2003 12:50 pm

Post by M@dcow » Thu Apr 07, 2005 4:54 pm

Gabio,

It took five attempts to finally get this file, so here is a mirror:

http://members.charnwoodarts.com/Dave/t ... 050407.zip

Btw, thank you very much for you constant builds :D

gabio
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Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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Post by gabio » Thu Apr 07, 2005 5:42 pm

M@dcow wrote:Gabio,

It took five attempts to finally get this file, so here is a mirror:

http://members.charnwoodarts.com/Dave/t ... 050407.zip

Btw, thank you very much for you constant builds :D
I see it now, sad.

Thanks for the mirror.

Gonna find a clever way to pack the builds then. 5mb is too much.
Hope you aren't killing my ISP now.
This server usually deserve eavy load well... there must be something wrong.

oyster
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Joined: Sat Mar 29, 2003 4:41 pm
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Post by oyster » Thu Apr 07, 2005 5:54 pm

How to implement the 'mouse, key action display' in Blender (and other software). This is very useful during recording a tutorial. I have urged wink to add this feature, but failed. :(

on
Posts: 0
Joined: Wed Jan 12, 2005 10:26 pm

Post by on » Thu Apr 07, 2005 6:38 pm

Can someone point out the hot key for the bridge tool. I searched the wiki but may just be missing it.

thanks.

on

gabio
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Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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Post by gabio » Thu Apr 07, 2005 6:43 pm

gabio wrote:
M@dcow wrote:Gabio,

It took five attempts to finally get this file, so here is a mirror:

http://members.charnwoodarts.com/Dave/t ... 050407.zip

Btw, thank you very much for you constant builds :D
I see it now, sad.

Thanks for the mirror.

Gonna find a clever way to pack the builds then. 5mb is too much.
Hope you aren't killing my ISP now.
This server usually deserve eavy load well... there must be something wrong.
Here, I think it's back to normal. I topped a download of 500kbps on it.(I suppose I'm connected directly on it anyway) But the new way of working will stay. Why download 5mb of stuff you already have? when you could only get a 2mb archive to do the same.

Thanks again m@dcow for mirror.
From time to time if anyone can provide a mirror that would be cool. Especialy for the popular one ;)

Pierre-Luc_Auclair
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Location: Quebec City, Canada
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Post by Pierre-Luc_Auclair » Thu Apr 07, 2005 9:02 pm

Thanks a lot Gabio, great build as always !

Suggestions:

- Could smoothing be displayed like in HE mesh in normal mesh edit mode ?
- Bridge in normal mesh ?

Could normals be displayed with a gradient colour ? Like the combo select types ?
Image

SamAdam
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Joined: Thu Mar 04, 2004 1:28 pm
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Post by SamAdam » Thu Apr 07, 2005 10:34 pm

uh, it doesn't appear that softbody objects can be used in yafray renders.

that is kind of important.

Delta
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Joined: Fri Jan 14, 2005 3:59 am

Post by Delta » Fri Apr 08, 2005 12:22 am

thanks for the mirror, M@dcow

could you possibly mirror the latest CVS build too... please?

Regards,
~Delta

ysvry
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Joined: Thu Aug 05, 2004 4:28 pm

Post by ysvry » Fri Apr 08, 2005 12:26 am

thx gabio

to bridge faces, press w then select the bridge option.

matt_e
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Location: Sydney, Australia
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Post by matt_e » Fri Apr 08, 2005 2:49 am

oyster wrote:How to implement the 'mouse, key action display' in Blender (and other software). This is very useful during recording a tutorial. I have urged wink to add this feature, but failed. :(
[url=http://jiri_hnidek.blogspot.com/]Jiri[/url] helped code it himself. It's a great little linux app, and I wish it was available on other OSes too :)
http://programmer-art.org/key-status

oyster
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Post by oyster » Fri Apr 08, 2005 4:02 am

:(
Warning!
You appear to be using Microsoft Internet Explorer.

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Please consider switching to one of the alternate browsers below:


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If you are not using Microsoft Internet Explorer, but have your user agent string set to return that you are, we kindly suggest that you return the user agent string to identify the actual browser you are using. By pretending to be a Microsoft Interent Explorer user you are not helping yourself or anyone else; instead you are encouraging the development of continued web standards ignorance and condoning the actions of countless companies and services that require Microsoft Internet Explorer because it is the most widely reported user agent.

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