Age | Commit message (Collapse) | Author |
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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
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Practically all access to enum data is read-only.
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Things like `BLI_uniquename` had nothing, but really nothing to do in
BLI_path_util files!
Also, got rid of length limitation in `BLI_uniquename_cb`, we can use
alloca here to avoid overhead of malloc while keeping free size (within
reasonable limits of course).
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Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender
by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly,
to easily change it (see work done in asset-engine branch).
Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer,
and not a check whether ID is linked or not. Will have a closer look at it later.
Reviewers: campbellbarton, brecht, sergey
Differential Revision: https://developer.blender.org/D2082
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Definitions could shadow local vars.
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- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
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Use generic function for consistent behavior
D949 by @lordloki
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Opted to keep includes if they are used indirectly (even if removing is possible).
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was used for conversion from older 2.5x files. The do_version() code is still there and functioning though.
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when running viewport operations with exec() rather then invoke(), perform the action immediately rather then using smoothview.
makes viewport operations usable from python scripts.
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Forward enum declaration is a bad idea, especially for C++ which requires
enum specification to dteermine which data type to use to store it.
Alternative would be to not use enum as an arument and pass it as int,
but actually would rather be strict on typing -- using explicit enum
as parameter type helps understanding the code and prevents possible
mistakes when using the function.
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len is longer then the string data, instead use strnlen from freebsd.
also simplify empty string checks in logic_ops.c
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necessary after rev/fix #54136
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remember previous name. Would add 'And' controllers and name them 'Python1' for eg.
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previous commit (54102) actually reintroduces an old bug where Blender sigfaults when
the sensor and controllers are not from the active object.
The real fix for report #33746 is to clear the "object" property after the operator ran.
I'm not sure why when I call the operator from command line the property is cleared, but not
when I called it from C. Either way all should be working now.
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- Added a bit of more margin in bottom (for view pans)
- Made HOME option (view all) to show full width of editor, instead of zoom level 1:1.
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else if's
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already used a lot and part of proposed style guide).
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to add a second version of the function which takes the property rather then its name.
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This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
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http://markmail.org/message/fp7ozcywxum3ar7n
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Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
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in graph editor > channel menu. Problem was these did not inherit operator
execution context correctly.
Fix found by Sergey, also needed to fix logic operators which were not working
when invoked instead of executed.
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+ some errors I noticed.
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header static for blenlib, blenkernel and editors.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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Tchatcharantcharan ...
Three new operators:
bpy.ops.logic.sensor_move
bpy.ops.logic.controller_move
bpy.ops.logic.actuator_move
direction is a parameter (UP,DOWN)
Moved some interface code to sca.c instead of logic_window.c. (and changed accordingly).
One note: as in 2.49, the move up/down button is only available in non-expanded mode. However instead of one button with two options we have 2 buttons (as we had originally in 2.50).
That also means the s/c/a header is getting more clunky. Design, thoughts, ideas are appreciated. For the time been functionality back is still the priority (mine at least ;)
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bpy.ops.logic.controller_add_exec(name="name", object="non_active_object")
If no parameter is passed it uses the active object.
To do: make logic_window set "active object" in context before calling add s/c/a operator
So far I tried this before uiItemMenuEnumO(row, "LOGIC_OT_controller_add", "type", "Add Controller", 0); :
+RNA_pointer_create((ID *)ob, &RNA_Object, ob, &ob_ptr);
+uiLayoutSetContextPointer(row, "object", &ob_ptr);
Not working though :) (not committed either). to be investigated.
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(uses the active object in those cases)
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The problem here was that it as passing Object *ob, while it should be Object **ob. Otherwise you can't change where the pointer is pointing to.
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Adding two rna properties: state and state_number
For scripting "state_number" (integer) makes more sense while "state" (boolean/array) may be needed for the UI.
So far the UI is only showing the state number (using Label). Still have to decide how is the better way to "change the state".
If we don't need "state" (as boolean) for the UI, we can have only the integer one and rename it to "state".
+ some cosmetic changes (renamed ob "states" to "visible states")
ps.: 2 goals == 2 commits... let's see if I can keep that ratio until the middle of July ...
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on copy logic bricks operator (and moved to OBJECT_OT)
* adjusts on Layout:
- in order to avoid much changes when copying Logics, it's nice to have the logic s/c/a always displaying even though it's not valid (e.g. edit mesh used from a camera object).
Now a message shows in the s/c/a alerting to the problem.
* logic operators under OBJECT_OT - copy properties and logics
Matt, is it possible to have the object game properties listed as a submenu from "Copy Properties" ?
So from the "Copy Game Property" menu we would have three options:
"Copy a property" -> (submenu) prop1, prop2, prop3
"Replace all Properties"
"Merge all Properties"
For the current task list in Logic Editor:
http://www.pasteall.org/13245
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According to Matt the RMB->Copy to selected wouldn't work for logics because the copy we need is for the whole logic (s/c/a). So (at least for the time been), copy logic is possible again.
It work as 2.49 (replacing the existent logic).
Add Logics is a python menu to give quick access to add logics. I have to see how to put that in Add Menu. I should be easy, but I'll leave it for later.
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states is working now + fix for actuator STATES filtering option.
Extra comments related bugs:
1)"actuators_show_active_states" doesn't seem to produce any effect (maybe because PIN is not implemented yet? therefore it's always on?
2)If you set the name to be bigger than 32 it will crashes blender (somehow for s/c/a the get function instead of using the defined 32 maxlen it's using 160 (from UserPrerencesFilePaths_python_scriptsdirectory_get ),
3)properties currently can have the same name as s/c/a and they shouldn't.
4)we need an option to show and/or set the STATE of a given controller (in 2.49 it's the number by the controller name)
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(based on their type)
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