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2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-16BGE: Action and ShapeKey Actuator PingPong playmode.Dalai Felinto
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't. More than a new feature or a bugfix this is actually a step forward into unifying them.
2011-02-11BGE: frame start/end in action/fcurves/shapekey to support floatsDalai Felinto
after discussion over the mailing-list it seems that it really makes no sense to restrict that. Specially since we have the "Property" playback mode that usually will be a float. Since there is no need for do_version or whatoever I don't see a problem. Any Thoughts? Maube to allow it only through the Python API?
2011-02-07Logic UI: Game Actuator options renamingDalai Felinto
After talking with Ton Roosendaal we agreed on making those changes. I wonder if we should go for "Start Game" instead of "From File". But Space is not a constraint here so be it.
2011-02-07Logic UI: Armature Actuator + general Captalizing 1st letter of UI textDalai Felinto
- Armature Actuator now only shows the "Secondary Target" option when the Bone Constraint supports it (IK only now). -- that may be overkill I don't know. It shouldn't slow down the UI considerably, so it should be fine. Easy to revert if needed though. - renaming things such as "Start frame" to "Start Frame"
2011-02-05Logic UI: multiple fixes on Constraint ActuatorDalai Felinto
1) damping factor is not percentage (it's in frames, who would know that) 2) angles as degrees (cleaning the tooltips for those too) 3) setting Direction to None when changing from Loc and Fh Consts to Ori - negative axis is not supported in Ori Const. Buggy since ever (2.49).
2011-01-31Logic UI: Servo Control (Motion/ObjectActuator) default options + camera ↵Dalai Felinto
actuator tweak In 2.49 we had this implemented in the logic_windows.c. I think I skipped this when porting the new UI. I probably didn't know how to do it back then or was waiting for something. Anyhoo, it's all good now. For the records, the Logic Bricks that I haven't gone over to make sure everything is 100% are: Filter 2D, Constraints and Animation (action, shapekey, fcurve) I'm going over them this week, so the Logic Bricks are close to receive a "revisited review check-up" ISO 9000 :)
2011-01-23Logic UI: ParentActuator fix + PropertyActuator tooltip improvementDalai Felinto
ParentActuator: sub options only available when mode==setParent + deactive ghost option when compound is true (isntead of saying that in the tooltip) PropertyActuator: I never knew that you could pass a property name to the Add and Assign options of the Property Actuator. Where it's by design or a side effect is cool. And a tooltip explaining that does help.
2011-01-21Logic UI + missing listener in Outliner - changes on Armature Sensor and ↵Dalai Felinto
Visibility Actuator * fix for armature sensor (Status Changed doesn't use any value to evaluate itself) + renamed "Test Type" to "Test" * visibility tooltip was wrong - now we can change visibility from the physic buttons instead of the outliner * bonus * when you change the visibility from the physics panel the icon in the outliner wasn't changing
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
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.
2010-12-22svn merge -r 33849:33848 [overcommitted due to the server problems we had ↵Dalai Felinto
early today]
2010-12-22Complement of commit 33789: Fix for [#25175] bge.logic.mouse.position[1] ↵Dalai Felinto
wrong when using autostart Porting the fix when Fullscreen flag is on (~ scene.gm->fullscreen) I still see some issues with that, a difference between width/height. To be addressed later.
2010-11-26follow up of "Bugfix #23576" (Logic UI) - replacing hardcoded values by ↵Dalai Felinto
RNA_struct_is_a + making rna_sensor future proof
2010-11-24Typo in commit... for some reason rna_xx.c files compile without warning?Ton Roosendaal
2010-11-24Bugfix #23576Ton Roosendaal
Logic Window: Actuator type options in menu didn't show special options for Armature or Mesh when 'show selected' was used. Dalai proposed a nice new RNA feature for inherited types, but with only two exceptions handled, it was easy to code this check.
2010-11-23fix [#24870] ObjectActuator.offset_rotation in radiansCampbell Barton
2010-11-02Fix for some enum property identifiers, that were not using upper caseBrecht Van Lommel
with underscore, or were simply not set correctly after code copy/paste.
2010-08-18rna naming mainly for Scene/IK/KeyingSet'sCampbell Barton
2010-08-17apply logic brick rna renamingCampbell Barton
2010-08-16Py API (GSoC): Second merging commitJoerg Mueller
Rough summary of fixes/changes: - Blender Py API: GameLogic -> bge.logic - Blender Py API: Implemented missing KX_PYATTRIBUTE_TODOs and -DUMMYs. - Fix for [#22924] KX_PolygonMaterial.diffuse does not return expected list[r,g,b] - Py API: Renaming _owner attribute of mathutils classes to owner. - Fix some minor errors in mathutils and blf. - Enabling game engine autoplay again based on a patch by Dalai: * The biggest 3D view in the open scene is used, if there is none, blender opens the file normally and raises an error. * The 3D view are is made fullscreen. * Quad view, header, properties and toolbox panel are all hidden to get the maximum view. * If the game engine full screen setting is set, the game starts in fullscreen. - Fix for ipo conversion on file transition in the game engine.
2010-08-03rna pointer poll function, not used yet.Campbell Barton
2010-07-17Logic Editor: fix for float values steps and precision (reported by Mal ↵Dalai Felinto
Duffin (malCanDo) over email) The UI wasn't working. + renaming motion blur rna to motion_blur_factor + fixing "using wrong dna" for min_y constraint actuator RNA
2010-07-11Adding COMPAT_ENGINE stuff to the particle panels so that they no longer ↵Mitchell Stokes
show up when using the "Blender Game" render engine. Also, "Maximize Gain" on the sound actuator was incorrectly labeled "Minimize Gain", so I fixed it.
2010-07-11Logic Editor Python API: link/unlink logics through pythonDalai Felinto
After initial talk with Matt (awhile ago) we realzed that rna_api would fit well for this instead of an operator. The next step would be to move the current UI code to use the rna funcs instead. Note: it takes the s/c/a as argument, not its name. (e.g. cont.link(actuator=act) ) Sample code to link all the logic bricks between each other: ob = bpy.context.object for cont in ob.game.controllers: for sens in ob.game.sensors: cont.link(sensor=sens) for act in ob.game.actuators: cont.link(actuator=act) For a script to create bricks, link bricks, unlink bricks and remove them: http://www.pasteall.org/14266
2010-06-21Logic UI: Pin option for sensor and actuators (from 2.49)Dalai Felinto
- implemented the old functionality of pin a sensor or actuator when "show state" is on. - fixed code for setting/resetting VISIBLE and LINKED flags for sensors and actuators (so states buttons is working for actuators and sensors) - move the flag setting code (^^^) to a pre-processing part of the logic ui code.
2010-06-03Logic Editor: more datablock lookups :)Dalai Felinto
Now all the material properties have the nice Datablock Lookup menu (thanks a lot Matt !). They still store the property as a string, therefore if you change a material name the logic bricks using it don't get updated. it would be nice if we had a way to communicate that in the interface. The only "datablock" field that doesn't have lookup is "property" in collision and ray sensors and Constraint Actuator. The reason being is that there is no global ListBase to gather the properties of all the objects in the scene. And it may be too overkill to create a list with all the properties on-the-fly only for that (it would be cool though)
2010-06-01Logic Editor: visible flag is boolean_negativeDalai Felinto
2010-05-27Logic Editor: ops forgot this small fix on last commitDalai Felinto
2010-05-27Logic Editor: removing usercount for existent datablocksDalai Felinto
Using custom setfuncs to avoid increase/decrease of usercount. That way nothing stops you from removing a material that is used by a sensor, or a mesh, an action ... (this is how 2.49 works too) * also some general code cleaning/fix (adding static casts, replacing libaddr_us by lib_addr for dome text (I had no idea how user count worked back then)
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
2010-05-15Logic UI: setting all State temporarly to 1 when clicking in ALL (so it's ↵Dalai Felinto
more informative I think)
2010-05-11Logic UI: using the RNA interface as default - commit pre-subversion bumping ↵Dalai Felinto
(i.e. no DNA changes here) Also: extra set funcs, layout adjustments The patch for the subversion commit was getting too big, and it will be hard to distinguish what was essentially do_version + DNA changes and what was layout adjustments. So this is the first part of the commit. The next may take a bit more because I'm not so confident in my readfile changes.
2010-05-10Added search list widget for 'actuator sensor' too.Matt Ebb
2010-05-10Update Armature actuator UI to use pointer list widgets, rather than text ↵Matt Ebb
entry fields
2010-05-09Renaming IPO > F-Curve in the Logic Editor (Layout Engine version)Thomas Dinges
2010-05-09Logic UI - lookup for properties (matt need your help to finish it)Dalai Felinto
I based this code on drawnode, so I hope this is the right way of doing this. Working Sensors: - keyboard - property Working Actuators: - property (partly) - ipo - action - shape action - message - random Need help with: - actuator sensor - property actuator (for the second object) - touch/ray/collision sensors + constraint actuator (for the material lookup, not the property one) maybe a doversion + changing the type to material work better here (as we have in touch sensor) + added notifier for the game property.
2010-05-08adjusment to constraint actuator layout (forgot to expose normal and before)Dalai Felinto
2010-05-07Logic UI - fixing missing rna default valuesDalai Felinto
there are some cases (i.e. Constraint Actuator) where the same DNA property is being used by different RNAs with different ranges. It's easy to change (reset the values to their default in the set func of the constrant type rna). Not sure it's necessary though.
2010-05-07too many args, build errorCampbell Barton
2010-05-07Logic UI: All Sensors, Controllers and Actuators are ported now... (let's ↵Dalai Felinto
the tests begin) * get/set funcs * unifying rna_props for Constraint Actuator * Collision sensor * Ray sensor * State Actuator * We need icons! at least one for Sensor, one for Controller and one for Actuator * Layout artists: Keyboard sensor really need some help :) The other as well. I mainly copied the layout from 2.49 with some adjustments here and there. * some get/set functions in rna_actuator.c are exactly the same (e.g. rna_ConstraintActuator_range_get, rna_ConstraintActuator_spring_get) and other could be easily distributed. maybe something for later.
2010-05-07Added dynamic enum itemf for add sensor/actuator operatorsMatt Ebb
2010-05-07Logic UI: State Actuator done :) all actuators are there now. [and stubs update]Dalai Felinto
(it's a small commit, but couldn't help not doing it ;)
2010-05-06Logic UI: constraint actuator+rna 100% (finally !!!) + other fixes/improvements:Dalai Felinto
- s/c/a type enum update function replaced by set function - rna_Sensor_type_itemf and rna_Actuators_type_itemf implemented (but not working ... it was working yesterday before I updated the set func, so need further investigation). Matt, if you have any clue on that ... Roadmap: i) I definitively gotta unify the maxloc, minloc rna properties. the way it's right now (based on 2.49 makes the layout code really clunky ii) - actuator missing - State Actuator (I'll probably need help on that). iii) - sensor missing - collision and ray (they are partly implemented, but the enums are a mess there). iv) - get/set funcs missing (not many) and default values (not many) v) - have more lookup functions for properties and material (I'll definitively need help on that). Eventually will fix (iii, iv and v) changing bge and dna code and doing a subversion/do_version.
2010-05-06Logic UI: actuators - action+rna 100%, sound 100%, constraint+rna 50%Dalai Felinto
Notes: 1) I had to pass Context to the draw_actuator_sound in order to access the open_sound_operator uiTemplateID(layout, C, ptr, "sound", NULL, "SOUND_OT_open", NULL); According to Campbell they are better ways to do that (mdef bind for reference). but for now it works. 2) for the record: action actuator is equal to shape actuator (but runs in armature) 3) in Constraint Actuator I think I should unify all the limit_loc_max_, loc_min, ... properties. I was thinking about replacing it with a single limit_loc_max, limit_loc_min, range, distance, and use get/set funcs to find the correct one.
2010-05-06Logic UI: more actuators: armature, motion, edit object (ui) and 2dfilter ↵Dalai Felinto
(layout fix)
2010-05-06rna float set function example for dfelintoMatt Ebb
2010-05-06BGE Logic UI: 2dfilter actuator + object (motino) actuator + commenting out ↵Dalai Felinto
buggy sensors
2010-05-05BGE Logic UI: fix for scene actuatorDalai Felinto
Any volunteer for this? //XXX to do: an operator that calls file_browse with relative_path on and blender filtering active
2010-05-05BGE Logic UI: more actuators + almost all sensorsDalai Felinto
* Matt, I'm marking some "property" rna properties that will need some speacial lookup. Talking with Campbell we thought that it will be nice to have the lookup with autocomplete for the properties, but giving you the freedom to type whatever prop_name you want (so you can use python created properties). That way we would still store it as a string. Whenever the property doesn't exist (or was renamed, therefore can't be found) the property name tints in red ... Is that possible? * Matt: in draw_actuator_random I used a uiItemL for one of the modes. Is there another way to do that (having the label in the rna file?). I noticed draw_nodes has some cases of that as well. * Andrea, the actuator_game property filename (in rna_actuator) is the one that needs to open the filebrowser but saving the result as relative path (or to have relative path as the default in this case)