Blender Git Commits

Blender Git "master" branch commits.

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May 21, 2009, 15:36 (GMT)
2.5: warning fixes.

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.

May 21, 2009, 14:11 (GMT)
build without SDL in GCC 4.4
Revision 65143c5 by Matt Ebb
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
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.



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)
May 21, 2009, 11:10 (GMT)
2.5 Buttons:

* Some minor layout cleanup.
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 :)

Revision b495e54 by Matt Ebb
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.
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.
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.

May 20, 2009, 21:34 (GMT)
BGE #18664: Incorrect behavior for objects when unparented. A parented object is made static in all cases.
May 20, 2009, 21:32 (GMT)
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.
May 20, 2009, 18:37 (GMT)
Bug fix: the flags for brush rake/anchored were switched.
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.

May 20, 2009, 17:18 (GMT)
Fix the fix ;)

Only check for type because ptr.data can be NULL and
ptr.type not.

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...

May 20, 2009, 16:24 (GMT)
2.5 Buttons:

* More button tweaks by William Reynish. Thanks!
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.

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