- disable instead hiding UI checkbox for facing_axis and normal_up parameters of steering actuator
- fit rna names to the name convention for steering actuator and recast data structures
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
- 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.
- obstacle culling for correct simulation in 3d
- flag for steering actuator termination on reaching target
- path recalculation period
- advance by waypoints (for path following)
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.
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 ...
This commit allows you to see the Logic Bricks for multiple objects at once. It still will only add s/c/a for the active object.
@Matt,
currently "LOGIC_OT_controller_add" uses the active object. That's good for the operator to work in scripts, however for the UI we need something different.
Ideally I would like to pass the object as an (optional) parameter to the operator. Not sure if it's possible.
The solution in 2.49 looks too "2.50 incompatible". In there ob->scaflag is set to be retrieve later by "do_logic_buts". Smart but too hacky imho.