Revision b4d46e5 by Brecht Van Lommel May 15, 2009, 11:19 (GMT) |
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style. |
Revision b8657fd by Campbell Barton May 15, 2009, 03:26 (GMT) |
Name attributes added since 2.48a more consistently. BL_ActionActuator::blendin -> blendIn BL_ActionActuator::end -> frameEnd BL_ActionActuator::property -> propName BL_ActionActuator::start -> frameStart BL_ActionActuator::type -> mode BL_ShapeActionActuator::blendin -> blendIn BL_ShapeActionActuator::end -> frameEnd BL_ShapeActionActuator::frameProperty -> framePropName BL_ShapeActionActuator::property -> propName BL_ShapeActionActuator::start -> frameStart BL_ShapeActionActuator::type -> mode KX_CameraActuator::xy -> useXY KX_ConstraintActuator::property -> propName KX_GameActuator::file -> fileName KX_GameObject::localScaling -> localScaling KX_GameObject::worldScaling -> worldScaling KX_IpoActuator::endFrame -> frameEnd KX_IpoActuator::startFrame -> frameStart KX_IpoActuator::type -> mode KX_RaySensor::property -> propName KX_SCA_DynamicActuator::operation -> mode KX_Scene::objects_inactive -> objectsInactive KX_SoundActuator::filename -> fileName KX_SoundActuator::type -> mode KX_TouchSensor::objectHit -> hitObject KX_TouchSensor::objectHitList -> hitObjectList KX_TouchSensor::property -> propName KX_TouchSensor::pulseCollisions -> usePulseCollision KX_VisibilityActuator::occlusion -> useOcclusion KX_VisibilityActuator::recursion -> useRecursion SCA_2DFilterActuator::passNb -> passNumber SCA_PropertyActuator::property -> propName SCA_PropertyActuator::type -> mode SCA_PropertySensor::property -> propName SCA_PropertySensor::type -> mode SCA_RandomActuator::property -> propName |
Revision e8c0440 by Campbell Barton May 15, 2009, 02:03 (GMT) |
minor change - mistake in joystick fix, util function for getting attrs from BGE types |
Revision 0e423e5 by Campbell Barton May 14, 2009, 23:06 (GMT) |
BGE PyAPI [#18701] Issues with camera.pointInsideFrustum method - note in docs that the projection matrix is not correct for first logic tick. Renamed... KX_Camera.isViewport -> KX_Camera.useViewport KX_Lamp.quat_attenuation -> KX_Lamp.quad_attenuation Deprecated KX_Camera.getProjectionMatrix(), KX_Camera.setProjectionMatrix() for projection_matrix attr Added most missing docs reported by the doc-checker script |
Revision a20a2eb by Campbell Barton May 14, 2009, 21:06 (GMT) |
[#18749] BGE: Crash on joysticksensor.getAxisValue() negative index would be used when the joystick was not found, crashing python api, initialize these as 0 now. |
Revision 2df9462 by Thomas Dinges May 14, 2009, 19:41 (GMT) |
2.5: * Renamed Local Lamp to Point Lamp, as discussed in IRC. * Small layout changes to the lamp panel. |
Revision aee6d32 by Diego Borghetti May 14, 2009, 19:18 (GMT) |
Fix makefile for file browser. |
Revision 978dce4 by Martin Poirier May 14, 2009, 19:08 (GMT) |
Fix snapping bug in 2.5 |
Revision 2ae34a9 by Martin Poirier May 14, 2009, 18:54 (GMT) |
2.5 compile errors. Wrong include name (lower case) and missing include folder in scons. |
Revision 23251ba by Martin Poirier May 14, 2009, 18:32 (GMT) |
Fix for bug #18622 Snapping has to be reinit after changing mode during transform. Needs to be fixed in 2.5 too, but a tad differently. |
Revision ba6bec5 by Andrea Weikert May 14, 2009, 18:08 (GMT) |
2.5 filebrowser - drawing code cleanup - use of BLF_font in own string drawing, needs to be aligned with uiStyles still. - thumbnail scaling now done on graphics card via new glaDrawPixelsTexScaled (slightly modified glaDrawPixelsTex) |
Revision d95a109 by Benoit Bolsee May 14, 2009, 13:47 (GMT) |
BGE modifier: generate correct physic shape, share static derived mesh, share display list. This commit completes the support for modifiers in the BGE. - The physic shape is generated according to the derived mesh. This is true for all types of shapes and all types of objects except soft body. - Optimization for static derived mesh (mesh with modifiers but no armature and no shape keys). Replicas will share the derived mesh and the display list: less memory and faster rendering. With this optimization, the static derived mesh will render as fast as if the modifiers were applied. Known Limits: - Sharing of mesh and display list is only possible between in-game replicas or dupligroup. If you want to instantiate multiple objects with modifiers, use dupligroup to ensure best memory and GPU utilization. - rayCast() will interact with the derived mesh as follow: Hit position and hit normal are the real values according to the derived mesh but the KX_PolyProxy object refers to the original mesh. You should use it only to retrieve the material. - Dynamic derived mesh have very poor performance: They use direct openGL calls for rendering (no support for display list and vertex array) and they dont't share the derived mesh memory. Always apply modifiers on dynamic mesh for best performance. - Time dependent modifiers are not supported. - Modifiers are not supported for Bullet soft body. |
Revision 0035345 by Ton Roosendaal May 14, 2009, 12:36 (GMT) |
Bugfix, sorta :) Removed option to choose rendering to yafray. New yafaray is better, and already is being linked as option on the blender.org download page. |
Revision 34f99fa by Ton Roosendaal May 14, 2009, 11:36 (GMT) |
Bugfix #18743 Render: raytracing materials with transp-shadow + SSS crashed |
Revision a1e73e5 by Campbell Barton May 14, 2009, 10:59 (GMT) |
updated BGE doc checker script for classes now being in GameTypes.py |
Revision a74d257 by Ton Roosendaal May 14, 2009, 09:32 (GMT) |
Bugfix #18725 Particles using group-duplication, with Metaballs in group, enter eternal loop in our code now. This is a non-supported case... metaball code doesn't support recursions. Added a provision in code to catch this case, and print an error in console to denote this. |
Revision d257586 by Campbell Barton May 14, 2009, 07:59 (GMT) |
BGE Py API scene.active_camera can now be set so you can more easily set the current camera from python scripts without using an actuator. ConvertPythonToCamera utility function to get a camera from a python string or KX_Camera type. |
Revision d2cff73 by Campbell Barton May 14, 2009, 02:21 (GMT) |
[#18685] dark pixels created when during texture "full baking" fix/workaround - offset by a 500th of a pixel to avoid baking missing pixels that are between 2 faces, its still possible pixels could be between faces but much less likely then it is currently with pixel aligned UVs. |
Revision 5f78efe by Campbell Barton May 14, 2009, 00:10 (GMT) |
print warnings when python attributes and methods conflict with game properties. |
Revision 240aa6d by Campbell Barton May 13, 2009, 22:52 (GMT) |
* More updates to game engine type docs from Roelf de Kock * FBX Bugfix, was exporting all animation curves as 'Constant' type (no docs for this so could only guess), Thanks to Sander Brandenburg for spotting this problem. Also improved keyframe removal to work on animation curves an angle |
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