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2014-01-16Code Cleanup: no need to pass empty strings as default valuesCampbell Barton
2013-12-14Code cleanup: Remove "TexFace to Material Convert", from the file menu. This ↵Thomas Dinges
was used for conversion from older 2.5x files. The do_version() code is still there and functioning though.
2013-09-16fix [#36444] view3d.viewnumpad operator should not animateCampbell Barton
when running viewport operations with exec() rather then invoke(), perform the action immediately rather then using smoothview. makes viewport operations usable from python scripts.
2013-06-25Include DNA_scene_types before ED_object instead of forward enum declarationSergey Sharybin
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.
2013-04-26Fix a few more cases where an operator should not show in the search menu.Brecht Van Lommel
2013-03-16revert own change: don't use memchr for strnlen, causes problems when the ↵Campbell Barton
len is longer then the string data, instead use strnlen from freebsd. also simplify empty string checks in logic_ops.c
2013-03-13code cleanup: use const events for modal and invoke operators.Campbell Barton
2013-01-28[BGE Controllers] reverting my own commits #54103 and #54102, no longer ↵Dalai Felinto
necessary after rev/fix #54136
2013-01-28fix annoyance noticed at the global-game-jam, adding controllers would ↵Campbell Barton
remember previous name. Would add 'And' controllers and name them 'Python1' for eg.
2013-01-26real fix for Logic Bricks UI smart controller (#33746)Dalai Felinto
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.
2013-01-15Logic window usability:Ton Roosendaal
- 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.
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-07-29style cleanupCampbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-22style cleanup: spaces aroudn operators for operator definitions.Campbell Barton
2012-03-03style cleanup - use aligned * prefixed blocks for descriptive comments (was ↵Campbell Barton
already used a lot and part of proposed style guide).
2012-01-11rename RNA_property_is_set() --> RNA_struct_property_is_set() in preperation ↵Campbell Barton
to add a second version of the function which takes the property rather then its name.
2012-01-11Longer names support for all ID and other object namesSergey Sharybin
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.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-20A big set of UI messages fixes and tweaks! No functional changes.Bastien Montagne
2011-09-19TexFace to Material Settings big patchDalai Felinto
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/
2011-09-05Fix #28404: certain keyboard shortcuts not shown in menus, e.g. move operatorsBrecht Van Lommel
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.
2011-04-19patch [#26978] Minor Spelling Mistakes in Editor OperatorsCampbell Barton
+ some errors I noticed.
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-14made most variables which are only used in a single file and not defined in ↵Campbell Barton
header static for blenlib, blenkernel and editors.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-10-15tag UNUSED() for operator exec() and invoke() functions.Campbell Barton
2010-08-08remove unused includes from editors/space_*Campbell Barton
2010-07-09Logic Editor UI: move s/c/a operators and interface buttonsDalai Felinto
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 ;)
2010-06-17Logics ops: add s/c/a can now be called with an object parameter (e.g. ↵Dalai Felinto
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.
2010-06-17logic ops: accepting no object as argument into "remove s/c/a" operators ↵Dalai Felinto
(uses the active object in those cases)
2010-06-17Logic ops: uncommenting + fix remove ops to use full RNA code :)Dalai Felinto
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.
2010-06-16Logic UI: partial implementation of state per controllerDalai Felinto
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 ...
2010-05-19Logic UI and Operators: adjusts on Layout + copy properties operator + fix ↵Dalai Felinto
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
2010-05-16Logic UI: copy logic operator (old Ctrl+C) + add logics (shift+a)Dalai Felinto
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.
2010-05-14Logic UI: add name option for add operators + ALL button in controller ↵Dalai Felinto
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)
2010-05-10Give Sensors/Controllers/Actuators more sensible names when they're createdMatt Ebb
(based on their type)
2010-05-07Added dynamic enum itemf for add sensor/actuator operatorsMatt Ebb
2010-05-05Logic Editor UI workMatt Ebb
* Re-structured code (can delete the old function entirely when this is done) * Fixed links/inlinks * Fixed some bugs in add and remove controller/actuator * Cleaned up some ui layouts * Use key event types in keyboard sensor * Implemented object controller 'state' in RNA/layout engine (still needs tweaks)
2010-05-04clear 2 warningsCampbell Barton
2010-05-04BGE Logics UI: commit to receive some feedback from MattDalai Felinto
To test use debug mode > 0 (Ctrl+Alt+D) * primarly the goal is to put all the bricks there, and then to worry about the proper layout * sensor header added (need to be more compressed). Also checkbox will not work that well here in my opinion. we need to see what can be used instead (icons?) * sensors, and actuators in alphabetical order * a lot of sensors using the rna (//XXXSENSOR in the ones not using it) * the logic_window.c code for controller and actuator is there only to display the draw functions for controller and actuators. But the code it's a really bad copy of the sensor code, so it will be fixed later (Matt? :) * I would love if the non-expanded mode were more compact, more like in 2.49 (the name non-editable). but this is the kind of think we can worry in the end. Also instead of "move up/move down" it would be nice to drag/drop the sensors/controllers/actuators * to do: rna_actuators: to rename type to mode for the enum
2010-04-29SVN maintenance.Guillermo S. Romero
2010-04-29Rewrite of Logic editor UI to use layout engineMatt Ebb
This commit puts the ground work in place, swapping out the crusty old Logic Editor UI code for the new RNA-based layout engine. It's disabled with ifdefs at the moment because it's incomplete, but Dalai can now do the grunt work to fill it all out and get it running. Also includes a bug fix to LINK buttons, and two new logic operators to add and delete sensors. Dalai, just switch the #if 0 and #if 1 in logic_window.c:3412 and 3469