- Added ND_SHADING notifier on linking materials, so it gives
refreshes in UI
- Removed reduntant debug prints
Crucial fixes in other code while checking warnings;
- Particle buttons were assigned to short, whilst data was int
- Filesel border select used float rect API, on an int rect.
- attempted to RNA-wrap DupliObject, Object.create_dupli_list returns a
collection of these.
Build fails probably because DupliObject is not defined in one of
DNA_*.h headers.
Merging changes made by Arystanbek in the soc-2009-kazanbas branch,
plus some things modified and added by me.
* The API files now all in the makesrna module, convention is to
call them e.g. rna_mesh_api.c for rna_mesh.c. Note for visual
studio build maintainers, the rna_*_api.c files are compiled as
part of "makesrna", but do not have rna_*_gen.c generated as part
of the library. SCons/cmake/make were updated.
* Added function flags FUNC_USE_CONTEXT and FUNC_USE_REPORTS, to
allow RNA functions to get context and error reporting parameters
optionally. Renamed FUNC_TYPESTATIC to FUNC_NO_SELF.
* RNA collections now have a pointer to add/remove FunctionRNA's, this
isn't actually used anywhere yet, purpose is to make an alias
main.meshes.add() for main.add_mesh() in python.
* Fixes to make autogenerating property set/get for multidimensional
arrays work, though a 4x4 matrix will be exposed as a length 16
one dimensional RNA array.
* Functions and properties added:
* Main.add_mesh()
* Main.remove_mesh()
* Object.matrix
* Object.create_render_mesh()
* WindowManager.add_fileselect()
* Added icon to property and enum property items. The latter is
responsible for the large number of files changed.
* For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA
as argument instead of a C pointer, instead of doing it implicitly
with the AnyType type.
* Material: properly wrap diffuse/specular param variables, and
rename some things for consistency.
* MaterialTextureSlot: added "enabled" property (ma->septex).
* Image: make animated property editable.
* Image Editor: make some things editable, notifiers, respect state.
* Context: fix issue with screen not being set as ID.
- Lower bound for start values has been expanded to -MAXFRAME, to avoid clipping problems when the strip is moved past frame 0
- Removed some obsolete (+ commented out) NLA wrapping in Object stuff
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
* Accept None as NULL pointers through python function calls.
* Added type callback for pointers back, it's useful still in
some cases. Made Object.data editable using this, the pointer
type varying based on object type.
* Wrap pin ID pointer in buttons space.
* Added subclasses for text and surface curve ID blocks, to
organize data better and get proper icons.
* Added RNA_type_to_ID_code and ID_code_to_RNA_type functions.
* Update RNA_access.h with new RNA types.
* Added a MaterialSlot collection in Object rather than giving
the list of materials immediately. This should more correctly
reflect how this data is organized, even though there is no
equivalent C struct.
* Added name properties to MaterialSlot/TextureSlot/ParticleSystem.
* Added PROP_ID_REFCOUNT flag to control if refcounting should
be done on ID pointer properties. All ID pointers are refcounted,
by default, with the exception of Object, Scene and Text.
* Also made TextureFace image pointer editable, with the special
refcounting behavior.
* Automatically do us++ and us-- reference counting in ID pointer
set functions.
* Added an enum property callback to dynamically vary the list of
available items.
* Added some functions to do removes on pointers and collections
runtime defined for RNA and using ID properties.
* Constraints now have owner/target space wrapped, and most
pointers made editable. They can be ported to use python layouts.
* Also other pointers made editable that I think are see now with
the automatic reference counting.
* Added Constraints template and Add Constraint operator.
* Added toggle=True/False parameter to uiItemR, to get a
toggle button (actual button) rather than an "option"
button (checkbox)
* Added OPTION/OPTIONN button type, to distinguish with
TOG/TOGN.
RNA:
* Make all modifier pointers editable, including correct updates.
* Added notifiers and updates to constraints.
* Fix a stack corruption, pointed out by Andrea, and potentially
causing crashes.
* Added REQUIRED flag for function parameters.
* Made dupliframes/verts/faces/groups an enum, and make it editable.
* Enum bitflags were broken, fixed.
* Insert Keyframe operator (IKEY) works in Pose Mode for bones again
* 'Parent type' is now correctly wrapped in RNA. Previously, it had been wrapped as a bitfield, while it was in fact a plain enum. I found out when trying to manually fix some bugs in the Set Parent operator...
* Allow pointers to be editable, did SpaceTextEditor.text as a test.
* Changed PROP_NOT_EDITABLE to PROP_EDITABLE, and added
RNA_def_property_clear_flag.
* Removed rna_dependency.c test code.
* As a test, used by:
* Object buttons, tried to make it match the mockup.
* Text window header.
* Text window properties panel.
* Panel interaction with view2d is still problematic, need to make
this work properly still.
* Templates are very basic, the ones there are simple but already
can follow the object buttons mockup quite closely.
* It's based on a three level system: panels, templates and items.
To get an idea of what that means in practice, see:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/UI_LayoutEngine#Panels.2C_Templates_and_Items
* RNA_blender.h is now generated along with the other files. It is not
used anywhere yet, and still located quite hidden next to the other
rna_*_gen.c files. Read only access for now.
* Inherited properties are not copied from the base anymore but
iterated over. Patch by Vekoon, thanks!
* Array get/set callbacks now do the whole array instead of getting an
index. This is needed for some layers for example so python can set
the array as a whole, otherwise the check that one layer has to be
enabled at all times gets in the way. Also nicer for the C API.
* Also some changes to returning pointers to make the API cleaner, got
rid of the type() callback and instead let get() return PointerRNA
with the type included.
The C API looks like this currently:
http://users.pandora.be/blendix/RNA_blender.h
It's about time that the RNA wrapping for various parts of the animation system were cleaned up for my recent changes. I've moved some code around (and/or deleted a file or two) in the process.
* Finished DNA_lamp_types.h, DNA_world_types.h and DNA_sound_types.h.
* Renamed "parent" struct property to "nested", and also remaining "from"
usage to "base".
* Added a NEVER_NULL subtype for pointers and use it for all properties
that apply.
* Make sure all structs have a description, and fix any other DOC_BROKEN
descriptions, also many other naming consistency improvements.
* DNA_cloth_types.h, patch by Roelf de Kock. The gravity[3] member
is not being parsed correct by makesdna.c and will give issues
even when trying to fix it. Worked around it for now in RNA by
wrapping it manually, but this should really be fixed in the DNA
genetics code, added a comment about it in DNA_cloth_types.h.
* Handle vertex groups and uv layers more consistent now. They are
all exposed as strings now. Reason is that indices don't really
say much, and a direct pointer is not always possible because for
example a uv layer in a material can be used for multiple objects
and so there is no single pointer. In python it is not too hard
to use either since the strings works as a key for lookups.
For the user interface we can later think of some method to
generate popup menus in a way that works for vertex groups,
uv layers, bones etc.
* This also fixes the XXX's in rna_modifier.c, I think that can be
marked done.
* Start of Action/Pose syncing code (in anim_deps.c) This is currently not hooked up yet, as we still need to figure out where these should get called (due to a few dependencies they have - i.e. visibility syncing of channels is turned on/off by setting in appropriate views).
* Also added assorted comments/changes to rna/dna
For now, I've made a distinction between (eg.) ND_LIGHTING and ND_LIGHTING_DRAW,
with the 'draw' variety being properties that get displayed in the 3D View
* Also did some cleaning in lamp RNA, moved sun/sky settings to its own struct
* Object has some more properties wrapped, mostly game related.
* Scene frame changes now send a notifier.
* Added functions to create/free operator properties for calling
operators. This also simplifies some duplicated code that did
this. Ideally though this kind of thing should use the properties
pointer provided by buttons and keymap items. Example code:
PointerRNA ptr;
WM_operator_properties_create(&ptr, "SOME_OT_name");
RNA_int_set(&ptr, "value", 42);
WM_operator_name_call(C, "SOME_OT_name", WM_OP_EXEC_DEFAULT, &ptr);
WM_operator_properties_free(&ptr);
* Added support for sending notifiers and updates when setting
RNA properties. Per property, there is a notifier NC_/ND_ flag,
and a function that is called. Currently only used for
Object.loc/rot/size.
* RNA_property_update that does this is not automatically called
in every _set function, it has do be done separate, and is being
done by buttons with RNA data.
* Perhaps for python there could be a trick to accumulate these
flags rather than update each time, though for now the python
RNA code could just do them everytime. Did not add these calls
in the python code yet because it needs context, not sure where
to get that from?