Blender Git Commits

Blender Git "master" branch commits.

Page: 4639 / 5574

July 21, 2009, 09:35 (GMT)
Cleaned up logic buttons in logic space slightly.

Moved Shade Smooth/Flat from Mesh obdata panel to tools area. These kinds of operator tools aren't really allowed in the buttons window anymore - whole point of new tools area :)
The only operators that are allowed in buttons window are things that act on the RNA fields, like add/remove buttons for adding vertex groups etc.
July 21, 2009, 09:26 (GMT)
BLI_setenv, use instead of copying ifdefs about for setting env vars.
set PYTHONHOME as well as PYTHONPATH, quiets some warnings.

Revision 19a2da9 by Joseph Eagar
July 21, 2009, 08:39 (GMT)
first pass at the uv code. uv editor now mostly uses new bmesh structures for uvs.
Revision ca466dc by Joshua Leung
July 21, 2009, 05:08 (GMT)
2.5 - Porting 'Pose' Menu (and its submenus) to Layout Engine

It's alarming how many tools are still missing here!
Revision 93f2743 by Joshua Leung
July 21, 2009, 04:21 (GMT)
2.5 - IK Constraint Tools + Constraint Editing Tweaks

* Add/Remove IK now works again using Shift-I and Ctrl-Alt-I as before. The code for this is now located in editconstraint.c for now...

* Adding constraints with automatically added targets works again. It's a relief that the old code still works (with a minor tweak)
Revision 74fce51 by Joshua Leung
July 21, 2009, 02:54 (GMT)
2.5 - Constraint (Re)Naming

* Names for newly added constraints are now derived from the type of constraint, making it easier to identify the type of constraint

* Fixed crash when renaming constraints (due to invalid pointer being passed for the 'old' string name)
July 21, 2009, 01:57 (GMT)
2.5: Texture buttons preview now has an option to display the
texture, the material, or both side by side.

July 21, 2009, 01:52 (GMT)
2.5: Lamp button layout improvements by nudelZ.

July 21, 2009, 01:26 (GMT)
2.5: UI

* List template visual changes. Items now look different,
and it expands to size 5 as more items are added.

* Added LISTROW and LISTBOX elements. The former is like
a typical ROW button, but looks diffrent. The latter
looks like a BOUNDBOX, and has no extra features yet.
* Fix some glColor3ubv warnings with casting, did not find
a nicer way.

July 21, 2009, 01:14 (GMT)
RNA

* Added suppport for generating code without verifying with DNA,
this doesn't give good errors and is more error prone, but makes
it easier to wrap things like EditBone which are not in DNA.
* RNA_define_verify_sdna(0), and set to 1 again afterwards.

July 21, 2009, 00:55 (GMT)
2.5: RNA & UI

* Revert lamp sampling/buffers change. The right enum items should
be defined in RNA, not the layout, so that it works in outliner,
python api too.
* Also changed type popup to radio buttons again, and removed the
icons. This is more consistent, and I don't think it's a good idea
to start using icons for these things, too much clutter.

* Replace Mesh with Normals panel in the mesh buttons.
* Remove Material panel from mesh buttons.
* Added name fields for shape/vgroup/vcol/uv.
* Spacing tweak to Object and Bone names.

* Fix some naming conflicts in RNA, with "name" and "type" properties
being defined twice in the same struct.

* context.scene.tool_settings -> context.tool_settings.

July 21, 2009, 00:36 (GMT)
2.5: Make shade smooth/flat operators consistent,
and add object mode operators.

Revision 5fd1647 by Janne Karhu
July 21, 2009, 00:31 (GMT)
Forgotten file from boids commit.
July 21, 2009, 00:30 (GMT)
2.5: DNA fixes for game engine changes, making it work on 64bit.

Revision 024cd8c by gsr b3d
July 21, 2009, 00:19 (GMT)
SVN maintenance.
Revision b4353a8 by Janne Karhu
July 20, 2009, 23:52 (GMT)
Initial code for boids v2

Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
* Closest collision object in negative z direction is considered as ground.
* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
* Many new rules and many still not implemented.
* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
* This is in addition to the boids own system of course.
* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
* This allows forcing boids somewhere.
* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).

Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.

Other new features:
- Particle systems can now be named separately from particle settings.
* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.

Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)

Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
July 20, 2009, 22:36 (GMT)
fix for recent stereo changes+tweaks
(it's the 3rd commit in a row. But as they say, the 3rd is always a charm ;)

I still think we have a little mess with the DEFINE parameters in BGE (as in RAS_IRasterizer::StereoMode).
We used to have them duplicated and hardcoded in 2.4xx, but I think we can do it in another way now.

(I didn't change gameplayer, but I can do it once we have it linking and building properly)
July 20, 2009, 21:31 (GMT)
UI layouts

Changed order of panels in scene buttons to better follow order of importance, putting the post-processing options further down.

Cleaned up game physics properties
July 20, 2009, 20:42 (GMT)
fix from last commit.
I thought """ """ could be used everywhere to make comments in python
July 20, 2009, 20:34 (GMT)
2.5 Lamps:

* Replaced RNA ENUM hacks for "shadow method" and "shadow_ray_sampling_method" with modifications in the layout file.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021