Age | Commit message (Collapse) | Author |
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Notes:
* Did not touch to addons, that's up to the authors. ;)
* Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
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Welcome to a brave new GPL3 world... well if commit works :)
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also move foreach_get/set examples into their own py example files (prefer not to have example code built into blenders binary).
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agoose77, with some edits by me.
KX_GameObject now has a collisionCallbacks list which is a list of callables that are called when a collision occurs. The callables will be called with an argument that contains a reference to the other object involved in the collision (i.e., not self).
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Currently this is only for the Python API. The logic brick will be updated in a future commit.
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current behavior.
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view value and uses it to set lens.
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adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
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* CHARTAB: not needed anymore with improved copy/paste support and text input.
* IDPOIN: replaced by SEARCH_MENU.
* ICONROW/ICONTEXTROW: replaced by RNA enums.
* NUMABS: can use min/max limits instead.
* BUT_TOGDUAL, TOG3, TOGR, SLI: not used in 2.5 interface.
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define a menu class first.
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Campell, thx.
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rename of directory.
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verts, now select loose verts/edges/faces depending on the selection mode.
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was missing context property attributes - context.mode for example. add RNA properties into context docs.
also minor updates
- exclude freestyle if its not enabled.
- add missing context member.
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found while building the doc. Thanks to Campbell for review.
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and bge.render.getMipmapping().
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fulscreening games via Python.
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revision 55847.
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while the docs said it followed the settings in the Output panel, other file
formats work now.
Benderplayer still only saves PNG now as documented, but I cleaned up the code
there to reuse existing imbuf functions rather than using own libpng code.
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PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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(so one can find more about the joystick class without having to search joystick)
code untested by the way. Sorry but I can no longer build sphinx docs here. I will try to fix that later.
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to the wiki for detailed cmake build setup instructions.
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cross platform, patch by Lawrence D'Oliveiro.
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found at:
http://www.blender.org/documentation/blender_python_api
Easier for linking wiki docs.
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- update man page for new additions since last release.
- note that --start-console argument is windows only.
- correct own assertion in own recent commit.
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This should make them much easier to browse.
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Satoshi Yamasaki aka yamyam, thanks!).
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* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
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next to image color-depth option.
having buttons labelled [8, 16] on their own is not very meaningful.
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- cycles ui used 'cscene' for scene.cycles and scene.cycles_curves
- style cleanup
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from Patrick Boelens (senshi). with modifications to split it into its own function.
also added C style multi-line comment support /* ... */
I've left out the part of this patch that sets the language in the space, since I think this might be better stored in the text block.
For now it simply uses OSL syntax highlighting when the extension is '.osl'.
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different logic for a single jump versus a double jump. For example, a different animation for the second jump.
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