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2012-05-12style cleanup: mostly whitespace in rnaCampbell 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
2012-03-18Code style edits (mostly spliting long lines, and removing trailing spaces).Bastien Montagne
Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines): * The node types definitions into rna_nodetree_types.h * The vgroup name functions into rna_particle.c
2012-03-07style cleanup - braces & else / if'sCampbell Barton
2012-03-06Code cleanup in rna files (huge, higly automated with py script).Bastien Montagne
Addresses: * C++ comments. * Spaces after if/for/while/switch statements. * Spaces around assignment operators.
2012-01-19patch [#29679] Expose connected logic bricks from pythonDalai Felinto
it exposes sensor.controllers and controller.actuators this is how the data is exposed in blender. to have controller.sensors or actuator.controllers is not that straightforward
2011-12-04A (hopefully last) bunch of fixes and tweaks to UI label and messages (found ↵Bastien Montagne
while translating in french).
2011-11-04Fix #29024: Logic Bricks allow same name for multiple bricksSergey Sharybin
Check for unique name when setting name for logic bricks.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-08-18BGE: Upon further investigation this should have been 8 since up/down and ↵Mitchell Stokes
left/right both are just one axis each. So, in actuality, the number of directions = 2, not 4, and thus JOYAXIS_MAX/directions = 16/2 = 8. 8 was also the max used in 2.4x.
2011-08-18BGE: Upping the max Axis Number for the Axis event type on joystick sensors ↵Mitchell Stokes
from 2 to 4. The BGE supports up to 16 axis. For Axis events (not Single Axis), you get for directions per axis (up, down, left, right). So, the max should be JOYAXIS_MAX/directions = 16/4 = 4.
2011-05-26add the property as an argument to enum item functions, not used yet but ↵Campbell Barton
needed for dynamic python enums.
2011-04-21whitespace only, no functional change mixed tabs/spaces --> tabs.v2.57aCampbell Barton
2011-03-02Logic UI: reverting back the PROP_ANGLE propsDalai Felinto
The Logic Bricks that use angles (Radar Sensor and Constraint Actuator) do so in degree. Reverting for the time being. Ideally we want to make them to use radians internally (that requires at least a doversion and a convert from radians to degree in BGE Converter routine). If someone feels like helping on that, please go ahead.
2011-02-27doxygen: blender/makesrna tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
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"
2011-01-21Logic 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
2011-01-21Logic UI: more tooltips, adding (blank = all objects) for the Property ↵Dalai Felinto
field of the physic sensors + using PROP_ANGLE for Radar Sensor (to work in tooltips bring good karma !)
2011-01-21BGE Logic UI: Near Sensor tooltip updateDalai Felinto
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.
2010-11-26follow up of "Bugfix #23576" (Logic UI) - replacing hardcoded values by ↵Dalai Felinto
RNA_struct_is_a + making rna_sensor future proof
2010-11-26BGE Bugfix: [#24926] Sensor 'Radar' les axes X+ et Y+ ont été inversé. ↵Dalai Felinto
(oui, a french bug report :) we were using SENSOR_RAY for the radar sensor axis. However the Ray axis is inverted (God knows why) so I created a set of defines only for radar sensor. Also I thought it was a good idea to replace some hardcoded values in Radar and Ray codes by their defines in DNA_sensor_types.h (similar to what Benoit did for Armature Sensor, so I see no problem on that).
2010-11-14Logic UI bugfix: [#24628] two specific tooltips of keyboard sensor reversedDalai Felinto
I also changed the order of them (target and log toggle) in the UI to match 2.49
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.
2010-09-15Logic UI: reset the value of a key when clicking outside the input buttonDalai Felinto
Otherwise you had no way to set it to none. This doesn't really matter, but it's nice "userwise" to be able to clear the pressed key.
2010-08-17apply logic brick rna renamingCampbell Barton
2010-08-03rna pointer poll function, not used yet.Campbell Barton
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.
2010-05-27Logic 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)
2010-05-24Logic Editor - fix for Keyboard Sensor + Copy Game Property fancy submenuDalai Felinto
* Keyboard Sensor entry keys (key, modifier 1 and 2) can actually be any key - (you can use Shift as main key, and D as modifier if you want). It's - strange in my opinion, but it's 2.49 way of doing it. * Copy Game Property (operator found in SPACE menu) - reorganized it so the properties appear as submenu items. - a "little lot" of work for such a small eye-candie but well I hope more - people like it as well :) Matt, I had to recreate the dynamic_enum to make it work. I'm count on you for a real fix for this ;)
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
2010-05-11Logic 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.
2010-05-10Improved the Ray Sensor UI in the updated Logic Editor.William Reynish
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.
2010-05-08Logic UI: add notifiers for sensors and controllers (so the ui updates if ↵Dalai Felinto
you change the value through script) + some layout adjusments.
2010-05-07Restrict keyboard sensor stored events to only what's appropriate per propertyMatt Ebb
(normal key, modifier key, etc)
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.
2010-05-07Logic UI: small fixes: order of sensor type enum + state actuator showing ↵Dalai Felinto
used states now
2010-05-07Added dynamic enum itemf for add sensor/actuator operatorsMatt Ebb
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.
2010-05-05Logic 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)
2010-05-05BGE 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)
2010-05-04BGE Logic UI: more sensors + rna fixes + actuator empty draw functions (+ ↵Dalai Felinto
camera actuator)
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
2010-04-29Rewrite 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
2010-03-24remove unused rna includesCampbell Barton