Revision 2ede3b6 by Brecht Van Lommel May 21, 2009, 15:36 (GMT) |
2.5: warning fixes. |
Revision 94902da by Brecht Van Lommel May 21, 2009, 15:34 (GMT) |
2.5 UI: Modifier Template * template_modifier creates the modifier box, and returns a layout to put the buttons in. * Only the armature modifier is now done with python code, all other modifiers use C code. To convert a modifier to python, remove the corresponding C code and create a function in DATA_PT_modifiers. * Some modifiers still require some RNA work to get it working well, especially to make pointers editable. Mostly that is a matter of defining an own _set callback and put some of the modifier C code into it. * Still various buttons that don't work, like for hooks or mesh deform binding. * Fix for crashing decimate modifier (still disabled). * Removed UI_BUT_NO_HILITE, HMENU. * Make uiLayoutBox work with align. |
Revision 1388bee by Campbell Barton May 21, 2009, 14:11 (GMT) |
build without SDL in GCC 4.4 |
May 21, 2009, 13:39 (GMT) |
* Updated the Mac OS X blender and .blend file icons to support the new (in 10.5) 512px icon standard. Thanks to Samo 'xype' Korosec for the original graphic treatment! http://mke3.net/blender/devel/2.5/hugeicon.jpg |
Revision 99cb9a2 by Ton Roosendaal May 21, 2009, 13:33 (GMT) |
2.5 Animation playback back in control. And non-blocking still! - Play follows the "Playback" options in TimeLine menu. Only the region 'windows' are drawn, not headers, toolbars, channel views, etc. The option "Buttons Window" also redraws property regions. - The Timeline header always redraws, this to denote at least progressing frame numbers - For now: if you choose to play 3D views, it also redraws the TimeLine. Seems to be good convention, but probably better to add menu option for it? - Fun test: while playback, change Playback options, works OK! - New: top header button shows animation play status, and allows to stop playback - New: Animation stop/start operator. Assigned to ALT+A. It has no options yet; just plays active region + all 3D windows now. Options will follow, based on reviews. Also ESC won't work for now, just press ALT+A again. |
Revision 06a7155 by Benoit Bolsee May 21, 2009, 13:32 (GMT) |
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix) |
Revision 8013f65 by Thomas Dinges May 21, 2009, 11:10 (GMT) |
2.5 Buttons: * Some minor layout cleanup. |
Revision 5fc6afe by Peter Schlaile May 21, 2009, 10:25 (GMT) |
== Sequencer == This fixes: [#18007] Audio playback of a scene strip containing audio is broken. (needed a different recursion protection than video render code, since video and audio render can be called simultaneously because of SDL audio thread callbacks) Also: we don't display a wait cursor, if the scene strip has DOSEQ enabled. (no need to wait, it is the sequencer which is realtime by definition :) |
May 21, 2009, 07:40 (GMT) |
* removed some arbitrary range limits on property values * turned some slider UI controls back into number fields Note: Sliders should only be used when representing a property that's conceptually a percentage or ratio. For arbitrary numbers, use a number field. For example, a lamp's energy can theoretically be anything - 0.1, 3.5, 125.0, it doesn't matter - it's just a number, not a percentage. So this should be a number field. |
Revision 3f584de by Campbell Barton May 21, 2009, 07:28 (GMT) |
[#18795] Subdivide Smooth can give wrong vcol weights given by subdivide are not normalized, if that was fixed could avoid clamping. |
Revision 3daa8bd by Campbell Barton May 20, 2009, 23:31 (GMT) |
fix for [#18772] c3d_import script crashes Patch from Roger Wickes update to 2.48 sFrame, eFrame, fps. [#18794] GE API conversion script: 2.48 -> 2.49 patch from Alex Fraser (z0r), will test further in the next few days. --- This is text plug in and standalone script that updates Blender 2.48 Game Engine scripts to be compatible with the 2.49 API. The script contains a mapping of attribute names to functions that do the conversion. Most of the mappings were extracted from the documentation in GameTypes.py. Where the conversion is ambiguous, the script will not change the source except to insert a warning as a comment. This means that the script does not completely automate the conversion process, but will do a lot of the work. The script still needs a fair bit of testing. Many of the mappings have not been tested and could result in broken scripts. I'm submitting this patch now to start the review process early. I think I might need help if it is to be included in 2.49. |
Revision fcdb34f by Benoit Bolsee May 20, 2009, 21:34 (GMT) |
BGE #18664: Incorrect behavior for objects when unparented. A parented object is made static in all cases. |
Revision 8a9bf0f by Benoit Bolsee May 20, 2009, 21:32 (GMT) |
Revision 0396b7c by Benoit Bolsee May 20, 2009, 20:39 (GMT) |
iTaSC: working code for building persistent simulation scene. Nothing to be seen yet because the simulation is not executed, but I'm getting there. Still missing from the scene: joint limit and stiffness. |
Revision 176a49d by Nicholas Bishop May 20, 2009, 18:37 (GMT) |
Bug fix: the flags for brush rake/anchored were switched. |
Revision 3cc2d61 by Brecht Van Lommel May 20, 2009, 17:18 (GMT) |
UI: * Hide enable button in horizontal collapsed panels. * Fix enable button not being in correct position when zooming. * Fix n-key panels layout being messed up. |
Revision 3e49545 by Diego Borghetti May 20, 2009, 17:18 (GMT) |
Fix the fix ;) Only check for type because ptr.data can be NULL and ptr.type not. |
Revision d5a4a57 by Ton Roosendaal May 20, 2009, 16:55 (GMT) |
2.5 Node editor: - Crash could occur on ALT+LMB remove link lines (read free'd mem) - Button labels were handled as full buttons, disabling node usage quite a lot, like drag, select, or create links. (Caused by making all node labels buttons) Brecht: old UI_NO_HILITE can be depricated, it was for bad overdraw issues. I guess it's OK to not handle Label buttons at all... |
Revision 34aaa18 by Thomas Dinges May 20, 2009, 16:24 (GMT) |
2.5 Buttons: * More button tweaks by William Reynish. Thanks! |
Revision 6294510 by Ton Roosendaal May 20, 2009, 16:23 (GMT) |
2.5 Fixes: - Render (F12) would choose the (hidden) info window in cases, disabled that. - Browsing ID's (like Image in Image editor) failed when no ID was assigned yet. |
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