Age | Commit message (Collapse) | Author |
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The principle is to replace most get/set methods of logic bricks by direct property access.
To make porting of game code easier, the properties have usually the same type and use than
the return values/parameters of the get/set methods.
More details on http://wiki.blender.org/index.php/GameEngineDev/Python_API_Clean_Up
Old methods are still available but will produce deprecation warnings on the console:
"<method> is deprecated, use the <property> property instead"
You can avoid these messages by turning on the "Ignore deprecation warnings" option in Game menu.
PyDoc is updated to include the new properties and display a deprecation warning
for the get/set methods that are being deprecated.
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redoing for every update while painting)
* remove unneeded return from game engines py api - ConvertPythonToGameObject
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appending nurbs.
* the radius on the curves first point was ignored.
* mesh_edges2curves.py was giving all points a tilt of 1.0
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drawn in buttons window
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gives the sizeof the pointer, not the array.
On a 64bit system I assume this would set 8 chars of a 4 char array.
Turns out this isnt such a problem since BLO_setversionnumber isn't used anymore but way as well commit.
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from Mitchell Stokes (moguri)
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of BGE python API cleanup
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libavdevice for video capture in VideoTexture module (BGE). Makefile, CMake, scons updated. FFmpeg binaries will have to be rebuilt for certain OS (irix), win32 binaries already up to date. You MUST do a clean rebuild after this patch. Scons users: pay attention that the config/<os>-config.py files have changed, adapt your user-config.py in consequence
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- Instead of defining such defines for the entire codebase in Blender.py, add
the right checks and definitions to the places where it matters.
- Only check+set WITH_BULLET instead of also GAMEBLENDER=1
- NOTE: No global defines allowed in BlenderLib.
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blenkernel/intern for WITH_BULLET
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show up). This has already been applied in other branches too
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replace VecMulf(var,-1) with new VecNegf(var) function.
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and removed unused vars
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Linking of blenderplayer was failing with unresolved symbols
(initVideoTexture) when building without FFMPEG. Needs
testing with SCons and Makefiles.
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with OpenEXR in the CMake system. This is a compilation fix from
Miguel A. Figueroa Villanueva for building Debug versions of Blender
using OpenEXR (thanks!).
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Patch from Xavier Thomas.
Compositor, filter node, had shifted output when used on single-value
buffers.
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----------
Bugfix #18044: missing return statements in getter for displacement modifier
caused incorrect values to be returned.
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v1.28 - 2008.12.13 by Steeve/BlenderArtists
- bugfix for EXTMIN/EXTMAX to suit Cycas-CAD
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Building on NSIS_Installer fails when path to NSIS tools is not set
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* BarycentricWeightsPersp2f was calling BarycentricWeights2f, and re-weighting. Changed so the re-weighting isnt needed.
* replaced tri_depth_2d with VecZDepthOrtho and VecZDepthPersp
* project_paint_occlude_ptv_clip now calls project_paint_occlude_ptv to remove duplicate code.
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Additions/Features...
- Painting onto multiple images at once.
- Clone with an offset similar to the gimp, also an option to clone between UV layers, (not both offset and between layers atm)
- Stencil layer, similar to The Gimp's quickmask.
- Face mask mode - (painting onto only selected faces).
- Texture brushes (so image and texture-node brushes too)
- Seam bleed so you don't see gaps when painting over UV seams (new option set in the panit panel)
- Occlusion (only point onto the first face under the paintbrush, can also be used for masking out parts of the model to paint onto) - (new option set in the paint panel)
- Muti-threaded, each thread operates on its own bucket.
- Support partial updates to speedup OpenGL texture refreshing.
- Support tile based multiple undo's
- Support float image buffers.
- Backface culling (new option set in the paint panel)
- All color blending modes - Add/Multiply.. etc.
- Airbrush rate. (used to be broken)
- Improve the way paint is mixed when painting, so painting with 0.2 alpha will not accumulate above 0.2 alpha on the image as you paint.
- Option to use normals to fade out strokes on the edge of a surface to avoid ugly edges. (same as Vertex Paints "Normal" option)
Known Problems
- Not directly related to painting but changes in selection flags are not updated on the final derived mesh.
- Smear tool has some distortion when in perspective mode.
- While in perspective view any faces with 1 vert behind the viewpoint, will be completely ignored.
- Painting can be initially slow while buckets are being initialized, a number of solutions exist.
- Size 1 brushes don't work yet.
- When painting onto large faces its still possible to get artifacts.
- Spatial optimizations are needed to skip occluded faces and test pixel occlusion. (will look into using blenders BVH )
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* Renamed view_autodist to view_mouse_depth
* Accept args for mouse location and pixel distance around the hotspot used to lookup the depth.
* removed persp(PERSP_VIEW) within this function, since it didnt set the view back.
imagepaint.c
* normal falloff now works as Brecht suggests. Normal limit of 80 will blend between 80 and 85deg, 70deg limit blends between 70-80deg.
* convert normal falloff to radians on initializing rather then on every comparison.
* Ctrl+Click setting the cursor in its own function.
* projection painting wasnt accounting for an exception for too high pressure values on first touch in windows for some tablets.
* removed grease pencil benchmark function
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* Improved compatibility with VRML files
* Extract strings so they dont get modified for parsing, filename URL's with {} [] dont break importing anymore.
* Cameras were rotated incorrectly
* inline files were not opened with GZip
* Animation Support - currently only loc/scale/rot (scale untested)
* Lists of image URLs now use the first image from the list since there is no support for dynamic switching.
* use imagemagick to convert GIF's so they load in linux. (WIP - could be extended, At least it should not break anything)
BPyMathutils angle2ToLength function could be simplified (pointed out by brecht)
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the Y axis as the up direction for the UV map. If the mirror is not perfectly vertical(horizontal), the projection of the Z(Y) axis on the mirror plane is the mirror Up direction.
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made nurbs surface curves use the same number of points as nurbs curves.
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extends beyond view borders
reported by michael williamson.
Was caused by point inside triangle test using an error limit that didnt adjust for different size triangles.
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* pixels with <= the current opacity are not painted onto, speeds up painting especially with low spacing. (only when airbrush is disabled)
* use qsort rather then own crufty sorting function
* grouped projection painting functions together.
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#18045] [patch] A patch that exposes the rest of the motion functions of KX_GameObject to Python.
*applyForce => setForce
*applyTorque => setTorque
*applyRotation => setDRot
*applyMovement => setDLoc
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This implement the option of playback an animation using the
step value in the render panel (or -a -j).
Tested here and work fine, about the ffmpeg/avi bug it's my
fault, I don't think in "step + video format", so now it's
in my todo-list :)
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- Old feature request: now space handlers can report release events, too. For that a new space handler type was added, here's the header for it:
# SPACEHANDLER.VIEW3D.EVENT.ALL
These scripts report both "presses and releases". For release events, Blender.eventValue is zero and Blender.link == Blender.SpaceHandlers.VIEW3D_EVENT_RELEASE. Check the API_related bpy doc for more info.
- Bug fix: left mouse clicks could be reported twice.
Important: for both the feature and the fix, to make the code nicer and to let space handlers become available in more situations, I moved the check for space handlers in space.c. Now it happens before checks for grease pencil, sculpt and left/right mouse button swapping. If this causes any problem (it shouldn't), please report.
PS: Thanks to Steven Truppe, who asked for this and even sent me a patch, but to preserve compatibility with existing event space handler scripts I did things in a different way.
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painting.
* cloning between layers was broken
* Added buttons for selecting the souce clone/mask layer in the UV layer list.
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