Revision 8904978 by Ken Hughes May 22, 2009, 17:01 (GMT) |
Python API ---------- Fix incorrect exception message. |
Revision 1a69eab by Ton Roosendaal 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! |
Revision 794826f by Campbell Barton 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. |
Revision 5bc3bd7 by Thomas Dinges 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 |
Revision 66ed432 by Campbell Barton 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. |
Revision 43fc560 by Ton Roosendaal 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). |
Revision 82bd674 by Thomas Dinges May 22, 2009, 07:41 (GMT) |
2.5 Buttons Modifier: * Forgot to initialize the fluid function. |
Revision 88f5c99 by Thomas Dinges May 22, 2009, 07:02 (GMT) |
2.5 RNA: * Added missing Subdivision Type Notifier. |
Revision ec60c74 by Dalai Felinto 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) |
Revision 612f3b3 by Campbell Barton May 22, 2009, 03:45 (GMT) |
Removed use of CrossVecs, DotVecs, CrossQuats and DotQuats for all scripts except import_dxf and colladaImEx/translator.py |
Revision e191618 by Campbell Barton 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 |
Revision c671469 by Thomas Dinges 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. |
Revision 7f5acd6 by Benoit Bolsee May 21, 2009, 19:38 (GMT) |
BGE remove parent: unparented object keeps the linear and angular velocity it had while being parented. |
Revision 036ebc5 by Benoit Bolsee 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 |
Revision d54126f by Remigiusz Fiedler 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. |
Revision c056b22 by Ton Roosendaal 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) |
Revision 34498f3 by Ton Roosendaal 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!) |
Revision aae2737 by Ton Roosendaal 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 :) |
|