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2009-06-202.5/Sculpt:Nicholas Bishop
Made some improvements to how brush strength works. * For the draw and inflate brushes, the brush's 3D radius is used to set the "goal" distance, towards which vertices move. A strength setting of 1.0 will move verts there immediately (with the usual exceptions of tablet pressure, texture/curve input, etc.) * Also changed strength calculation to use the square of the strength slider, so that you don't have to be as finicky setting a low brush strength. * For smooth brush, added an extra loop through the verts. So, a bit slower, but now verts take into account more than the immediate vertex ring. TODO: Still some magic numbers: * Pinch limits the effect to moving vertices half of the way towards brush center. I see no use for a 100% pinch (it pretty much destroys the mesh.) Even half may be too high a limit, but this is hard to place an exact number on. * Smooth has two magic numbers, the strength fudge factor and the number of smooth repetitions (currently 2.) * The way the layer brush works is left unchanged for now.
2009-06-19BGE: allow action blending by bringing back blend_poses() as ↵Campbell Barton
game_blend_poses, the new animation system doesnt use it but doesnt have a replacement function so it can be kept for the BGE only.
2009-06-19RNA:Brecht Van Lommel
* EditBone wrapped, using manual get/set function, and used in the UI code. Makes the RNA wrapping code here more complicated, but works.
2009-06-19Animato - Conversions BugfixJoshua Leung
Object actions are now converted before object ipo's so that if both of them exist, the Action can still preserve its name.
2009-06-19Bugfix: Displace modifier was missing the "direction" drop down menu.Daniel Genrich
2009-06-19Update Mathutils for py3kCampbell Barton
* removed coercing types which has been removed from py3. * matrix uses getset's rather then getset items. * removed deprecated functions.
2009-06-19Fix for compiler error since BLO_sys_types.h was not in the pathDaniel Genrich
2009-06-19Revert a small change to kerning, Matt please let me know if now it's fine ↵Diego Borghetti
(or like before).
2009-06-19don't include stdint.h directly, it's broken on non C99 compliant compilers ↵Martin Poirier
(you know which one I'm talking about).
2009-06-192.5Martin Poirier
Missing { when WITH_LCMS is defined.
2009-06-182.5 PythonBrecht Van Lommel
Merging changes made by Arystanbek in the soc-2009-kazanbas branch, plus some things modified and added by me. * Operator exec is called execute in python now, due to conflicts with python exec keyword. * Operator invoke/execute now get context argument. * Fix crash executing operators due to bpy_import_main_set not being set with Main pointer. * The bpy.props module now has the FloatProperty/IntProperty/ StringProperty/BoolProperty functions to define RNA properties for operators. * Operators now have an __operator__ property to get the actual RNA operator pointers, this is only temporary though. * bpy.ops.add now allows the operator to be already registered, it will simply overwrite the existing one. * Both the ui and io directories are now scanned and run on startup.
2009-06-18RNABrecht Van Lommel
Merging changes made by Arystanbek in the soc-2009-kazanbas branch, plus some things modified and added by me. * The API files now all in the makesrna module, convention is to call them e.g. rna_mesh_api.c for rna_mesh.c. Note for visual studio build maintainers, the rna_*_api.c files are compiled as part of "makesrna", but do not have rna_*_gen.c generated as part of the library. SCons/cmake/make were updated. * Added function flags FUNC_USE_CONTEXT and FUNC_USE_REPORTS, to allow RNA functions to get context and error reporting parameters optionally. Renamed FUNC_TYPESTATIC to FUNC_NO_SELF. * RNA collections now have a pointer to add/remove FunctionRNA's, this isn't actually used anywhere yet, purpose is to make an alias main.meshes.add() for main.add_mesh() in python. * Fixes to make autogenerating property set/get for multidimensional arrays work, though a 4x4 matrix will be exposed as a length 16 one dimensional RNA array. * Functions and properties added: * Main.add_mesh() * Main.remove_mesh() * Object.matrix * Object.create_render_mesh() * WindowManager.add_fileselect()
2009-06-182.5Brecht Van Lommel
* Update cmake and makefiles to link python generic. * Fix game engine building for cmake and makefiles. * Fix compile error with py 3.x, due to 2.x compat fix.
2009-06-18fix for building with py2.3Campbell Barton
2009-06-18Fixing gl/glw.h compiiler errorDaniel Genrich
2009-06-18Added Make for new python/generic dir.Ton Roosendaal
Also included GLEW.
2009-06-18RNA:Brecht Van Lommel
* Make cloth settings animateable from buttons.
2009-06-18UI:Brecht Van Lommel
* Fix context.cloth, was not being set correct. * Fix errors with context pinning, scripts should not assume context.object to be there. * Always show preview even if e.g. the material is not set, to keep ID buttons from jumping while you're using them.
2009-06-18build generic modules in their own lib, compiling without the game engine ↵Campbell Barton
would fail because bpy_internal_import.c wasnt being included. (scons only)
2009-06-18Some generic modules from blender 2.4x building with py3k and mostly working.Campbell Barton
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3 python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
2009-06-17Fix mask in arrow cursor and improve swap one.Guillermo S. Romero
2009-06-172.5Ton Roosendaal
Logic editing back! Test screenie: http://download.blender.org/institute/rt9.jpg I gave the buttons a bit more width, added nicer linkline draw. Not working yet: - theme colors for sensor/actuator types (was old button colors) - moving sensors up/down (used bad pupmenu... better is icons like used for modifiers) - Linkline mouse-over select. Currently deleting a link goes by drawing the same line again. Needs to be fully tested for functionality too, leave that to the GE department. :) I noted there's bad button hacking with reading button values, like check_state_mask(). uiBut structure was not meant to be exported outside of interface module.
2009-06-17ActionActuator in the game engine working again to display deformed meshes ↵Campbell Barton
with the new animation system. Note that the animation conversion from existing 2.4x blend files doesnt yet set the Action pointer in the actuator so the only way to test is to use the python api to set the new converted action active on the actuator because there is no user interface.
2009-06-16small merge needed for testing new animsys in 2.5 BGE, mixing own changes ↵Campbell Barton
with merge can be a hassle. svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20928:20937
2009-06-16BGE Action Actuator setChannel() function was broken in a number of ways. Campbell Barton
* extract_pose_from_pose only checked one of the list items for NULL when looping over them yet its possible they are different sizes. * game_free_pose needed to be used rather then MEM_freeN, channels would never be freed leaking memory. * setChannel() would make a new pose that wasnt aligned with the existing pose, the lists are assumed aligned so when extracting the channels its unlikely this was ever useful. * Added getChannel() - returns pose loc/size/quat * Added option args for setChannel(channel, matrix) or setChannel(channel, loc, size, quat)
2009-06-16looks like a mistake. should check with the scene render size, not the ↵Campbell Barton
current scenes.
2009-06-16changes to the sequencer in trunk between 20855:20928, (excluding UI changes)Campbell Barton
had to //XXX comment some funcs.
2009-06-16svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928Campbell Barton
Sequencer changes from source/blender/src coming next
2009-06-162.5Ton Roosendaal
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.
2009-06-162.5 Material Buttons:Thomas Dinges
* More tweaks by William. Thanks.
2009-06-16DXF-export update: dxfLibrary.py v1.33 - 2009.06.16Remigiusz Fiedler
- fix _point(): converts all coords to floats - fix LineType class: implement elements - added VPORT class, incl. defaults - fix Insert class
2009-06-16KX_PythonSeq (used for a number of BGE sequence types)Campbell Barton
* cont.actuators.get("key", default) # dict like get function * if "key" in cont.sensors: ... Updated docs Added missing include to Particle.c
2009-06-16BGE Py APICampbell Barton
* 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
2009-06-16MSVC fix for rev. #20909 (reported/patched by moguri)Dalai Felinto
2009-06-16Separate "content reordering" from "plain menus".Guillermo S. Romero
2009-06-16small fix: ao energy is not a percentageMatt Ebb
2009-06-16UI:Brecht Van Lommel
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.
2009-06-16UI scripts:Brecht Van Lommel
* 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.
2009-06-162.5: Image EditorBrecht Van Lommel
* 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).
2009-06-162.5: Text editor, port menu code to python.Brecht Van Lommel
2009-06-16UIBrecht Van Lommel
* 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.
2009-06-16RNABrecht Van Lommel
* 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.
2009-06-162.5 UIAndrea Weikert
* RNA enum for icons to allow specifying icons as string * example: row.itemR(st, "line_numbers", text="", icon='ICON_LINENUMBERS_OFF')
2009-06-16saving globalDict didnt work with python3.xCampbell Barton
2009-06-15Bug #18920, clarification in tooltip of Mirror Vgroup option inBrecht Van Lommel
the mirror modifier.
2009-06-152.5Ton Roosendaal
Bugfix: reading iconfile (~/.blender/icons/xxxx.png) didn't work. Note: go to the outliner, user preferences, first theme, User Inteface, and fill in name of the png file in "Icon File" text button. Save prefs, start Blender, and it shows. This whole process can be optimized once, indeed :)
2009-06-15Fix for bug #18924: OpenGL performance issue with particle modifiers,Brecht Van Lommel
actually two modifier datamask optimizations that were never done. * Don't use modifier data mask for disabled modifiers. * Check if UV data is needed for particle system instead of always requesting it.
2009-06-15missing var in last commitCampbell Barton
2009-06-152.5 - Changed the order in which constraints are defined in RNA to resemble ↵Joshua Leung
the order users of 2.4x are more familiar with. Compared to the order in which they're actually defined, this order is more 'standard' in many cases.
2009-06-15Game Engine working with the new animation system for Ipos (IpoActuator)Campbell Barton
FCurves are used for animation evaluation so FCurve modifiers work :). Tested with object location and object color animation. Armature and Shape Keys next.