http://www.pasteall.org/pic/show.php?id=3255
New design, with an option to hide/unhide it.
Matt:
1) the way I managed to have the I selected is kind of nasty :) but I think it will have to wait for proper icons.
2) the ALL is so far only working visually, It's still have to change the code to make all sensors and actuators visible when ALL is on. I think this is better than actually marking all states as before (2.49). Maybe it's even nicer nice to have not only have the states disactivated (in gray as they are now), but also to show them as temporary marked. Is that interesting/possible?
3) Can't centralize it :(
4) I think you are right, the icons are nice, but uninformative ... for someone else curious:
http://www.pasteall.org/pic/show.php?id=3254
While I was looking in outliner.c, made some changes to let extra passes display
there such as environment (commented out before due to a previous limitation).
Also changed outliner object visbility/selectability/renderability toggles to use
RNA buttons so you can insert keyframes with RMB menu etc.
* 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)
(ui range precision to 2 instead of 4, since 4 doesn't seem to work here).
From the tracker:
"""
The smallest size allowed for empty_draw_size is 0.1. This is un-necessarily limiting and, depending on the scene, much
too large resulting in visual confusion in the 3D View.
Opening old files initially results in small empties, but when you click on them they 'grow' to the new minimum. This
seems to show that previous blender versions didn't have this bug.
Please remove the limitation, or, if needed, make it a much smaller number, so that empties are easier to see and distinguish from one another in small scenes/setups
"""
* Division by zero fix for TNT SVD code.
* Sound fix, in case ffmpeg decode fails, don't use the samples.
* Fix for incorrect bounds of transformed objects in new raytracing code.
* Gave memory arena's a name used for allocations for easier memory
usage debugging.
* Dupligroup no_draw option was using layers but not restrict view/render
setting. (not a bugfix exactly but would do display list context switching
while drawing for no reason).
* Fix objects instanced on hair particles not giving consistent results
when the object is transformed.
* New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4,
mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4.
* mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple
arguments.
* endjob callback for WM jobs system.
* Geometry node uv/color layer now has search list/autocomplete.
* Various small buildsystem tweaks, not strictly needed yet in trunk.
create_mesh, create_dupli_list, make_display_list and is_visible.
This is done in order to make these context independent as the RNA API should
be as much as possible, and to fix#21297 and #21719, where there was an
assumption from these functions that there is a scene in the context, which
does not work for external render engines exporting in a separate thread.
Also avoided using context in a number of other functions, ideally only UI/WM
type functions should use context.
I've updated the scripts in trunk, but the addons and external ones in
development will need updates too.
dupliverts. The flag mode & OB_MODE_EDIT only indicates that
this object is being edited by the user, not if the mesh is
in editmode or not, it should check for the existence of
me->edit_mesh. Also corrected two other places for this.
This commit removes the Old Track method (used to be found under Object -> Animation -> Track), with all existing instances of this being converted to Track To Constraints. In fact, while performing this removal, I found that this was supposed to have happened in version 2.27 already, but for some reason the options were left in, and this function managed to survive for a further decade.
I've left the tracking axes around still, since it seems some curve tools still use that. However, that usage should probably get faded out in future too?
Misc notes:
* Fixed compiling error with constaints from harkyman's Maintain Volume patch.
* Subversion of 2.52 now bumped up to .2
This commit restores fluid sim baking functionality in 2.5, it's been on the todo for
a while, and was previously almost completely non-functional. The old
code was quite complicated and specific to the 2.4 animation system, so I've
pretty much rewritten most of it.
This includes:
* Animated variables work again - just key them in the UI. Non-animateable values
should be already set non-animateable in RNA, hopefully I got them all.
Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale /
Object initial velocity / Deforming meshes / Fluid control Attract strength /
Fluid control Attract radius / Fluid control Velocity strength /
Fluid control Velocity radius / Object Active status (checkbox next to fluid type)
The Domain time scale is still not yet implemented.
* Fluid sim now use global scene units data by default - when enabled, the
scene's global gravity value is used and when units are set (metric/imperial)
the simulation real world size is taken from the object's actual measurements.
* The baking process is now done in the background, using the nifty threaded
Jobs system. It's non-blocking and your domain object will show the simulated
fluid as it becomes available for that frame.
A nice extra thing for the future would be to improve the visualisation of the
object's state while baking, and also the jobs system/ui could do with some
touchups - currently it has to share a bit from the 'render' job, and appears as
'Render' in the header. Progress bars for jobs in the header would be great too.
* Finished baking code for motion paths, generalising it so that it works for both Objects and Bones.
It is based on the old code for baking bones, although I have modified the updating code to use a more 'correct' method of updating dependencies. However, this may turn out to be too slow, and another API method should be added for that...
* Moved some of the old version-patching code for animviz settings out of the drawing functions, instead doing this on the version patching proper.
* Added RNA support for the new AnimViz types, and included RNA access via their users too. The old settings have still been left in for now, since there are still some things not ready to use yet.
----
* F-Curve's with sample points (i.e. sounds to F-Curves) now perform linear interpolation between sample points instead of using constant interpolation.
Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
* Fix for compiler warning in mesh.c from previous commit
* Fix for wrong name for dopesheet filter button used for meshes
* Added RNA defines for the default values for quaternion and axis-angle rotations, so that clearing these to their default values "does the right thing (TM)"