Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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June 16, 2009, 14:21 (GMT)
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928

Sequencer changes from source/blender/src coming next
June 16, 2009, 13:57 (GMT)
Just added another param to RNA_def_property_collection_funcs
and zeroed it in each call.
June 16, 2009, 13:09 (GMT)
2.5

Added SpaceLogic, to restore the old logic buttons into.
In future it can be used for a more advanced logic editor, with
states, behaviour, whatever. We'll see!

This commit only adds the backend for new space. Committed this
now as reference for when we need another space type. It's still
not well plugin-able (dynamic space types), but my idea is to just
have a new SpacePlugIn for this, with a neat small API to define
all relevant callbacks.

Also note the icon for the spacetype is wrong still.

June 16, 2009, 12:54 (GMT)
2.5 Material Buttons:

* More tweaks by William. Thanks.
June 16, 2009, 12:42 (GMT)
WARNING: I'm starting generic RNA collection add ;)
June 16, 2009, 10:43 (GMT)
DXF-export update: dxfLibrary.py v1.33 - 2009.06.16
- fix _point(): converts all coords to floats
- fix LineType class: implement elements
- added VPORT class, incl. defaults
- fix Insert class
June 16, 2009, 08:58 (GMT)
Exporter applies the first image in the scene to all objects which have
uv coordinates.
June 16, 2009, 08:54 (GMT)
The basic OBJ exporter working. The code is release/io/export_obj.py.
To run it, switch to Scripts Window, click Scripts->Reload Scripts
menu, it appears under Scripts->Export.

June 16, 2009, 08:52 (GMT)
KX_PythonSeq (used for a number of BGE sequence types)
* cont.actuators.get("key", default) # dict like get function
* if "key" in cont.sensors: ...

Updated docs
Added missing include to Particle.c
June 16, 2009, 07:16 (GMT)
BGE Py API
* Removed modules Expression and CValue, neither were ever available.
* Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced).
* resetting the original blend file path didint work (own fault == -> =)
* Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules,
Looks like they want us to use init-tab array, but this doesn't suit us since
it needs to be setup before python is initialized.
* Documented GameLogic.globalDict
June 16, 2009, 03:27 (GMT)
MSVC fix for rev. #20909 (reported/patched by moguri)
Revision 573f2f3 by gsr b3d
June 16, 2009, 02:40 (GMT)
Separate "content reordering" from "plain menus".
Revision 172a3e9 by Matt Ebb
June 16, 2009, 01:51 (GMT)
small fix: ao energy is not a percentage
June 16, 2009, 01:32 (GMT)
UI:

Revert revision #20879:
Enable non reordering menus option, it was disabled without explanation (?).

This changed the order of all header menus with the header at the bottom,
this doesn't seem acceptable to me. Additionaly, it doesn't make sense to
me that this would be the same option as the toolbox shape, they should be
separate options.


Here's the rationale from 2005 by Ton:

I didn't add the commenting out of correcting pulldown menu order, which
is based on location of the originating button in the UI. This uncommenting
didn't solve anything, since button definitions itself can be flipped too.
(Example: the data brose menus in top bar need to be corrected).

I can imagine the order flipping is sometimes annoying, but it still has
reasons to be there;
- the most important / most used items are always closest to the mouse.
(like opening properties panel, or "Add new" for material.
- it follows muscle memory and 'locus of attention' (mouse position).
- menus are configured to open to the top for bottom headers, and to the
bottom for top headers. We can expect the UI is configured consistantly
for headers, so in general the menus will appear consistant as well.

Where menu flipping fails is especially for alphabetic listings, like in
the menu button of fileselect. However, that one should be configured to
open by default to the bottom, so ordering is consistant as well.

June 16, 2009, 01:25 (GMT)
UI scripts:

* Close some material/texture panels by default.
* Update material buttons to use more diffuse/specular variables.
* Don't show texture mapping/influence when the texture is pinned.
* Small visual tweak for sequencer header menus.

June 16, 2009, 01:22 (GMT)
2.5: Image Editor

* Started porting over to python, menus nearly done, header WIP.
* Game Properties panel is in python too
* Deprecated "Tiles" as a per face flag here, now it's always on
the image, used to be both, working in a very confusing way.
Unlikely someone actually had a purpose for this being per face.
* Remove GPC_PolygonMaterial.cpp/h, it's not actually used anymore,
so I don't want to bother updating it.
* Fix crash in image painting (own mistake in porting over bugfix
from 2.4x).

June 16, 2009, 01:10 (GMT)
2.5: Text editor, port menu code to python.

June 16, 2009, 01:08 (GMT)
UI

* Added option for panel to be closed by default.
* Added support for RNA property and enum icons in buttons.
* Remove some deprecated RNA menu code.
* Fix issue with newly created panels not being inserted in the
right place.
* Fix issue with 3-split layout not being divided correctly.
* FIx issue with menu items not drawing correct using python UI.

June 16, 2009, 00:52 (GMT)
RNA
* Added icon to property and enum property items. The latter is
responsible for the large number of files changed.
* For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA
as argument instead of a C pointer, instead of doing it implicitly
with the AnyType type.

* Material: properly wrap diffuse/specular param variables, and
rename some things for consistency.
* MaterialTextureSlot: added "enabled" property (ma->septex).
* Image: make animated property editable.
* Image Editor: make some things editable, notifiers, respect state.
* Context: fix issue with screen not being set as ID.

June 15, 2009, 22:21 (GMT)
iTaSC: help iTaSC to detect modification in IK tree (not needed for IK_solver but shouldn't hurt).
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