I still would love to see a change in the action actuators (Action, Shape and FCurve) even if only a rename or unifying them in a single actuator (I do have some patch for that). Anyways
the old FH setting was blended with the other physics settings (friction and elastic)
Also in the Physics panel it was saying "Use Material Physics" but the button is only for Force Field.
Since I was here I decided to change the Constraint FH ui name from Fh to Force. I don't think users really understand what FH is (I for once don't).
Thanks to Carsten Wartmann for pointing that out.
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?
- 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"
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).
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 :)
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.
* 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
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.
- remove brush array for each Paint struct, just use a single brush pointer.
- removed rna function based template filtering.
- filter brushes using a flag on the brush and the pointer poll function.
- set the brushes using a new operator WM_OT_context_set_id().
TODO
- remake startup.blend, currently brush groupings are lost.
- rewrite WM_OT_context_set_id() to use rna introspection.
adding option to change state + showing the name, type as label when not-expanded + renaming rna prop "states" (from state_number) + small UI changes + capitalizing Controller Type names (as we had in 2.49). Why? I'm not sure. Therefore let's stick to 2.49 way of doing it for a bit longer.
* It would be really nice to have a drag&drop system for logic (instead of the move up/down button)
* The controller header is so messy :/ definitively should find a better way to handle that (for one the "change state" operator doesn't need this up/down arrow. I'm (temporarly) using the old code for that, so this will wait for when we use proper rna ui here.
* I wonder if it's possible to get the name of the logic type straight from the rna prop (instead of using sensor_name(sens->type) )
The reason for that is because I can't find a way to change the active object for a particular context (it may be even a bug in the rna/UI base code). So for the time being (a.k.a. for Beta) this will make it.
I actually like this solution, maybe the bug is for the good afterall.
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 ;)
Originally (2.49) we were testing for ob->game_flag to see if the object is dynamic.
That could work here (it would require a new rna prop for the object (a read-only is_dynamic) or similar.
However using ob.game.physics_type is more explicit, therefore may be more interesting. I have no strong opinions on that...
1) "Actuators" menu wasn't working (it was showing the sensors one)
2) s/c/a top menus (the one showing options to hide/show objects and logics) with a big space.
- To have those options like this sounds a bit like a legacy, but for the time being at least, let's make it better :)
3) not show the s/c/a common header when object not visible