Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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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.

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

May 15, 2009, 02:03 (GMT)
minor change - mistake in joystick fix, util function for getting attrs from BGE types
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

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.
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.
May 14, 2009, 19:18 (GMT)
Fix makefile for file browser.

May 14, 2009, 19:08 (GMT)
Fix snapping bug in 2.5
May 14, 2009, 18:54 (GMT)
2.5 compile errors.

Wrong include name (lower case) and missing include folder in scons.
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.
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)
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.
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.

May 14, 2009, 11:36 (GMT)
Bugfix #18743

Render: raytracing materials with transp-shadow + SSS crashed

May 14, 2009, 10:59 (GMT)
updated BGE doc checker script for classes now being in GameTypes.py
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.

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.
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.
May 14, 2009, 00:10 (GMT)
print warnings when python attributes and methods conflict with game properties.
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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