Blender Git Commits

Blender Git "master" branch commits.

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Revision 8904978 by Ken Hughes
May 22, 2009, 17:01 (GMT)
Python API
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Fix incorrect exception message.

May 22, 2009, 15:02 (GMT)
2.5

- Added new popup menu type, which can be used to pass on a
running operator too. Needed it for debug menu, allowing to
set variables outside of operator "first do then tweak" system. :)

void uiPupBlockOperator()

Don't forget to tell invoke() return that operator now runs modal!

- Test menu: alt+ctrl+d gives the G.rt debug value.

Values of 0-16 now can be used to shrink areas, stuff like this
then happens (rt==4):
http://download.blender.org/institute/rt5.jpg
Was looking at ways to visually distinguish areas and regions
better. Yes I know, cute rounded corners, etc. Just testing!




May 22, 2009, 12:31 (GMT)
Update to the bolt/nut script, I also replaced some loops with list-comprehension and use mesh.transform(matrix) rather then transforming every vert in a loop.
V2.00 22/05/09 by Aaron Keith

- Better error checking.
- Lock Nut and Hex Nut meshes added.
- Pre-sets for common metric bolts and nuts.
- Improved GUI.
- Meshes scaled to a smaller size
- Fixed bug when using crest and root percent other than 10%
- Can now create meshes in Edit Mode. This will add to the
current mesh and align with the current view.

May 22, 2009, 12:07 (GMT)
2.5 Buttons:

* Added initial Texture Buttons by William Reynish. Thanks!
Note: I did some code cleanup and fixes to the code.

* Texture RNA fixes.
Revision 3b7f63a by Joshua Leung
May 22, 2009, 11:19 (GMT)
NLA SoC: File IO for new NLA Datatypes
May 22, 2009, 09:48 (GMT)
the debug option for BGE scripts only reloaded modules but not packages submodules.
Now reload all the submodules too.

It was also hiding the error message if there was a syntax error which wasnt so helpful.
May 22, 2009, 09:09 (GMT)
2.5

Fix in sliders; didn't notice the left part messed up :)
Another slider draw method to explore would be like this:

(<| -------- |>)

Would make it symmetrical, and visually matching number
buttons better. (the "<" is background color triangle,
without circle around it).


May 22, 2009, 07:41 (GMT)
2.5 Buttons Modifier:

* Forgot to initialize the fluid function.
May 22, 2009, 07:02 (GMT)
2.5 RNA:

* Added missing Subdivision Type Notifier.
May 22, 2009, 06:12 (GMT)
Fix for: energy IPO not supported in glsl mode (reported in the forum).
in fact I redid part of the last "fix", making it working properly now.

Before we were changing Lamp->la . This is the Blender Lamp, we shouldn't touch it.
So this part of the code is correct now.

Things that could be tackled:
- color attribute is returning negative values when NEGATIVE is toggled
- objects with no material (default gray one) still don't support lamp spots (not spot lamp but the spot of the lamps)
May 22, 2009, 03:45 (GMT)
Removed use of CrossVecs, DotVecs, CrossQuats and DotQuats
for all scripts except import_dxf and colladaImEx/translator.py
May 22, 2009, 03:22 (GMT)
- Deprecated Mathutils.CrossVecs(v1,v2) for v1.cross(v2), (same with .DotVecs -> v1.dot(v2), for CrossQuats and DotQuats too)
- Grouped Mathutils deprecated functions
- Dont include source code in bpy epydocs

Revision 9b1ce6e by Joshua Leung
May 22, 2009, 01:16 (GMT)
NLA SoC: Part 1 of NLA-Data Management API

In this commit:
* Added code for freeing NLA data now stored in AnimData
* Started writing some utilities for adding NLA data, especially the 'push-down' concept for Actions
* Cleanups of existing code - removal of obsolete NLA code from various places

Next commits/parts:
* File IO code for new-style NLA data
* Version patching for old data to new data
May 21, 2009, 21:23 (GMT)
2.5 Buttons Modifier:

* Converted all modifier to python layout engine. Needs a layout cleanup still.
* Removed corresponding C code (brecht: please check)
* 2 RNA Modifier fixes

* Added initial Mesh panel by William Reynish.
May 21, 2009, 19:38 (GMT)
BGE remove parent: unparented object keeps the linear and angular velocity it had while being parented.
May 21, 2009, 18:10 (GMT)
BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.

Four new buttons in World settings to control frame rate:
fps: Nominal frame rate in frame per second.
Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
the actual fps is less than nominal. This allows the
physics to keep up with real time even if the graphics slows
down the game.
sub: Fixed number of simulation substeps per physic timestep.
Improves the precision of the physics simulation. Useful for
fast moving objects for example.
log: Maximum number of logic steps per game frame in case the
actual fps is less than nominal. This allows the logic
system to follow the physics simulation.
Upper bound = phys
(setting the value higher than phys has no effect).
On games with heavy logic system, it is useful to set this
value to 1, to keep logic time under control.

All these values were already accessible from Python except phys:

GameLogic.getMaxPhysicsFrame():
Gets the maximum number of physics frame per render frame.

GameLogic.setMaxPhysicsFrame(phys):
Sets the maximum number of physics timestep that are executed per render frame.
Higher value allows physics to keep up with realtime even if graphics slows down the game.
Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
phys: integer

May 21, 2009, 17:54 (GMT)
rvk1_torvk2.py patch committed by jean-michel soler (jms)
[#18765] Update of the rvk1_torvk2.py bundled script:
The script has been modified to use the last management of the modifiers in the python api and corrected too. Now it
can copy the mesh object when it is alone and also a shape keys to the second one if needed.

May 21, 2009, 17:41 (GMT)
2.5

Simple UI script fix, wanted to check... works all nice. :)
For ui scripters: keep track of alignment flags!

("Border" button was aligned with above button)

May 21, 2009, 17:13 (GMT)
2.5

Bugfix: In full-area screen mode, you cannot split windows again, the
full-area code is too primitive for that. Just disabled now.
(reported by Venom's Lab!)

May 21, 2009, 17:09 (GMT)
2.5

Interface draw fixes:

- Red cursor for text edit widget was in wrong location
- Selection for text edit widget too
- Number slider text edit was too far too the left
- Number slider 'fill' was drawing outside boundaries.
(Matt: note I just interpolated rounding value :)

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021