Blender Git Commits

Blender Git "master" branch commits.

Page: 4723 / 5574

April 16, 2009, 12:17 (GMT)
UI:
* Don't call generic layout hints templates anymore, i.e.
TemplateRow becomes Row, etc.
* Added more general layout nesting, using uiLayoutSplit()
and uiLayoutBox() functions, for which the sublayouts
can then be accessed using uiLayoutSub(), to put items
in those sublayouts.
* Some steps to make the layout decisions, like which items
to put in which columns, independent of the width of the
window or the text in the buttons. We want the layout to
be stable under resizes and translations.
* Added an "expand" parameter to uiItemR, used now to expand
enums into a row instead of using a menu.

April 16, 2009, 10:45 (GMT)
2.5 / SCons
* make sure makesdna and makesrna work on windows in directories with spaces in them.
Revision 079304d by Joshua Leung
April 16, 2009, 07:37 (GMT)
Animato - Drivers with Multiple Targets:

Drivers now support multiple targets which act as 'variables'. The targets have a short 'name' (see later), and reference some property (in much the same way as F-Curves do, using RNA-Paths) which acts as the 'value'.

These named variables can then be used in a Python Expression which relates them to each other for more fine-grained control over the result of the driver. By using only the names of these variables in the expressions, we are able to define expressions/relationships in a much more readable way, as data access is separated from data use. This makes the underlying relationships easier to understand.

By default, if no Python Expression is given, the variables are simply averaged together, so old files won't break. :)

For example, check the following diagram (thanks Cessen/Nathan V from Peach team):
http://download.blender.org/ftp/incoming/250_drivers_mockup_cessen.png


TODO List:
* Depsgraph building for new driver relationships doesn't work yet. This needs to be recoded again, but this new system makes this much easier, since the targets are clearly defined (i.e. no need to parse py expressions to get list of objects)
* Graph Editor interface for editing these needs to be rewritten
* Python function for evaluating these expressions is needed (Campbell?)
April 16, 2009, 06:24 (GMT)
bpy_internal_import.c should build with py2.3 now, also gave bpy_internal_import functions better names.
April 16, 2009, 01:42 (GMT)
Need to update the RNA pointers before running scripts
Revision a7916f4 by Joshua Leung
April 16, 2009, 00:53 (GMT)
PoseLib: Fixed up RNA-properties for this operator so that it can be repeated using the exec() callback added in previous commit.
Revision f2e40f7 by Joshua Leung
April 16, 2009, 00:33 (GMT)
2.5 PoseLib/KeyingSets bugfixes:

* Replaced a quicky hack needed to get PoseLib working with a proper new group-naming option for KeyingSets. Now, all builtin KeyingSets will use the name of the data (i.e. Object or PoseChannel) as the name of the group new channels are added to

* Fixed a bug with LocRotScale builtin KeyingSet, which meant that scale keyframes were not getting added.

* TAB key (toggle original pose) now works again. Previously, events were flying past too quickly.
Revision ec11cf9 by Michael Fox
April 16, 2009, 00:00 (GMT)
2.5
*****
Made selection operators use extend/exclusive (where appropriate)
April 15, 2009, 21:17 (GMT)
BGE bug #18168: Get local orientation of object using game engine python script system. Added localOrientation and worldOrientation. orientation attribute deprecated. Same for position and scaling. World attributes are read-only except for worldPosition. Add systematic check on NULL SGNode in all python functions. This is necessary to handle zombie objects (deleted by the game but kept alive by a reference in a list).
April 15, 2009, 21:03 (GMT)
RNA fixes provided by Thomas Dinges / DingTo - Thanks!
April 15, 2009, 19:33 (GMT)
Merging Shrinkwrap Constraint!
+bvhtree cache (if the derived model doenst gets destroyed then the same BVHtree can be used)
this was needed to allow shrinkwrap constraint to be usable.

It has been ready for a long time.. but only got merged now, for 2.49.
April 15, 2009, 19:20 (GMT)
BGE Python API
Free python modules defined within the blendfile between loading scenes since they would end up accessing old GameLogic, Rasterizer modules as well as old game engine data in the module namespace which can cause problems.

April 15, 2009, 18:20 (GMT)
Optional margin for packing UV islands and the 'Pack Islands' menu item. Useful for baking with bleed enabled.
April 15, 2009, 17:53 (GMT)
2.5

- Fun for testers: Added "Redo Operator" Panel in view3d 'nkey' region.
It's going to be part of tools UI I know, but this will give good
tests of what goes on with operators. I had to add small fixes in
Transform for it already. :)
One important issue to note is that it lists every operator, also from
non-3D-window ops. Needs checked or classified somehow.

- Fix: removed bad 2.4x hack from how pulldown menus were defined. Made
widget code cleaner, and will show menus like SHIFT+A correct now.

Revision f46f93e by Kent Mein
April 15, 2009, 16:23 (GMT)
This is patch [#18408] Build issues with make on Cygwin hosted MinGW (2.48.1)
submitted by Wayne Dennis

adds an include, changes pythonlib and does a little cleaning of dlltool stuff.

Kent
Revision 3616eb9 by Kent Mein
April 15, 2009, 16:16 (GMT)
Fixing more errors coverity found.

Imagepaint make sure ibuf exists before we use it. This is CID# 545
editmesh_tools.c make sure were not indexing array with -1 This is CID# 137
(also removed some trailing whitespace I found)

anim5.c totlen could be -1 so check its > -1 This is CID# 134

Kent
April 15, 2009, 15:40 (GMT)
2.5: Operator naming, reviewed some of the recent changes
by Shaul, did some minor tweaks.

April 15, 2009, 15:12 (GMT)
RNA:
* For RNA wrapped functions, the prototypes of the original
function being wrapped is now generated as well. This is
an extra check to ensure that the function is correctly
wrapped. It's printed after the function is used to still
get proper warnings in case the #include for it is missing.

April 15, 2009, 15:10 (GMT)
UI:
* Converted scene buttons layout code to use python.

April 15, 2009, 15:09 (GMT)
UI:
* Added simple row template to layout buttons
in a horizontal row, so you don't need to use
columns for it.

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