Age | Commit message (Collapse) | Author |
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seqUniqueName() call was missing for effect strips.
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faster and suggested by pep8
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"reload" should be "refresh all" on the sequencer header.
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flags from non-apple Unix configuration.
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Everyone, feel free to improve.
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patch from Mitchell Stokes (moguri)
simple use case
scene.post_draw = [pyOpenGLFunc]
this only needs to be set once, then the funcion runs each redraw.
note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data.
made some changes to this patch.
- assigning a list didnt decrement the existing list.
- initialize as NULL rather then a blank list
- dont use string comparisons for the callbacks, pass the python list to use instead.
- dont check the list items are callable. python will display an error if they are not.
- use python list macros that dont do any type checking sine blender does this when assigning the list
---- from tracker, edited since an updated patch changes some things.
Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch
works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw
and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE).
Each can take a list of functions. Here is an example that draws a blue semi-transparent
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Rather than applying the modifier to the object data, it will create a new shape
with the deformed vertices in there. Only mesh at the moment, other object
types on the todo.
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* Added GLEW_STATIC where necessary to make Blender compile again
* First attempt at compiling blenderplayer again - compiles, but doesn't link yet
* removed deprecated SND_ functions from blenderplayer
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- for adding an operator, start with a blank name and dont write the default one. (still writes each name you type in, will need to fix this properly)
- move the AddPresetBase class into presets.py since all the presets are defined there.
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Parenting an object to some deformer (i.e. Armature, Curve, Lattice) now adds a new modifier if the object is deformable.
The advantages of this over setting PAR_SKEL mode are:
- instead of a hidden 'virtual' modifier, the user has direct feedback about what sort of modifier is being applied to deform
- most of the time in 2.4, whenever a virtual modifier was added, users would inevitably end up clicking "Make Real" on it
Of course, it's still possible to get 'virtual' modifiers by setting the parent type using the menu-property, but this just makes general setup easier.
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but you can play around with it.
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- path functions bpy.utils.script_paths(), bpy.utils_preset_paths(subdir)
- further simplified presets, use a generic draw function for preset menus and define the preset subdir and operator in the class
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library data get re-loaded correct
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* Added Cloth Presets. Patch by nudelZ. Thanks!
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with other paint tools
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Thanks for the patch Jeff Doyle (nfz)
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Now shares the same operators as the modifier buttons, works context-sensitive, and uses Python menu too.
* Cleanups/tweaks in 3D View vertex group menu
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* Added missing menus, 'Transform' and 'Mirror'
- mirror menu seems to be resulting in some memory leaks with RNA_enum_items_add len: 160 038832F8
* Apply Rotation operator for Objects now takes into account the different rotation modes
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blender/editors/armature
Second #/intern/guardedalloc include removed. Thanks Jeff Doyle (nfz) for the patch.
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make this a more general system.
this commit shows how to add a preset using the base preset class and menu with minimal effort.
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class and a single presets file
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Note: Add doesn't work, it writes some text into the file, not the values. (Maybe because the values are arrays?!)
Campbell, please check :)
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(also removing AC and ME :: internal changes only)
How it works now:
whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts)
How it was before:
It was a mess :)
We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators).
Justification for the change:
Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that.
Remaining issues:
1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming)
2) I didn't see the code of dynamic mesh. It may need to be edited as well.
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- define a preset base class
- cleanup some comments and whitespace
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void SB_estimate_transform
no need for static now
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* Minor align fix for Frame Rate Buttons.
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sb->lcom : Center Of Mass .. might be used to create loc IPO
sb_>lrot : is a matrix[3] esitmates the roatation in world coordinates .. might be used to create rot IPO
sb_>lscale : is a matrix[3] esitmates the scaling in world coordinates .. might be used to create scale IPO
(no python for that yet .. but may be matt has mercy on me )
can be cropped direclty in soft body module by function
static void SB_estimate_transform(Object *ob,float lloc[3],float lrot[3][3],float lscale[3][3])
The targets lloc,lrot,lscale should work to be NULL, just in case you don't need it.
However i'd prefer if they were accessed via properties
which should be calculated automagically if
sb->solverflags & SBSO_ESTIMATEIPO
is set, like they do in draw_sb_motion(..) in drawobject.c
added static void draw_sb_motion(Scene *scene, Object *ob) to drawobject.c
for debuggering (had a hard time with destructive matrix operations )
if it causes any trouble with your build on any OS make sure to comment that away.
softbody.c and DNA should compile fine in any case.
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GLEW update to version 1.5.1 [11-03-08]
this opens room for Geometry Shader support.
* - Brecht, Campbell told me you did some local changes in order to make it right in Linux. I get to you in order to know what those changes are (or feel free to commit them directly)
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Macros now return finished if at least one operator in the macro finished properly. This is done to correctly insert an undo point.
This means that all the macros that combine with transform (extrude, loopcut, rip, duplicate) will correctly insert an undo step when transform is cancelled.
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Align to Normal (it was using Material->Shadow Receive)
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use python3 print()
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operators don't work
- only when in mesh editmode.
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- the clipping test function was using the rv3d->viewmatob where it needed to use the object matrix.
- added a local clipping member to rv3d, the clipping planes in object-space, avoids many matrix multiplications when testing verts or clipping pixels when projection painting.
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when changing curve twist I assumed 2D curves would not need dir or quat values set, however these are used when getting a path from a curve.
also added interp_v3_v3v3v3v3
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- added curve tilt and shrink/fatten buttons into the toolbar
- fix typo in last commit for view3d snap header button
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