Commit Graph

27314 Commits

Author SHA1 Message Date
b0adf37ef9 - view bounds (now split from collision bounds) was still being used for bge physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
2011-11-05 02:30:25 +00:00
057bf2a02b misc doc edits
- remove recently added sphinx reference workaround.
- tested doxygen, correct some warnings, set tab width and added pymathutils group.
- added convenience target 'make doc_doxy'
2011-11-05 01:48:10 +00:00
6483069a84 Fix #29138: changing game engine physics type from soft body to occluder, navmesh
or no collision did not clear flag properly, causing soft body to still be
partially applied.
2011-11-05 00:59:50 +00:00
1ba044b18d Fix #29141: fill / beautify fill produced incorrect results in edge selection mode. 2011-11-05 00:52:01 +00:00
2cc8d75bd8 Forgot to initialize sensor height when creating new camera. 2011-11-04 22:13:30 +00:00
c13bf35c22 UI: fix region embossing being drawn 1 pixel misaligned, due to wrong opengl state. 2011-11-04 21:29:28 +00:00
77934cfaed Fix #28865: Draw_bounds_type does not display Polyhedron or Capsule types
Separate DNA properties for bounding box used for bounding box display
in 3d viewport and bounding box used for collision detection in game engine.

Bumped subversion for proper updating old files to new system, but it
need more complex testing.
2011-11-04 15:53:34 +00:00
ac47da5d6b Fix #29024: Logic Bricks allow same name for multiple bricks
Check for unique name when setting name for logic bricks.
2011-11-04 15:53:20 +00:00
65f5408d75 Fix #29155: Inconsistency with 0 and Del hotkeys
Use del key to reset values in widgets like color selection and histogram.
2011-11-04 15:53:12 +00:00
209ceb6969 correct some warnings, also sensor_x was being paassed to object_camera_matrix(...) for x and y args, looks like an accident 2011-11-04 15:21:34 +00:00
4ea816837d Configurable sensor size:
- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
  size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
  deal fine with this changes. Other exporters would be updated soon.
2011-11-04 14:36:06 +00:00
82dc05391c Fix #29139: Comp Group nodes don't retain name
Added tree node id browser to Active Node panel so name of nodetree editing in
group node can be easily changed now.
2011-11-04 13:31:15 +00:00
21d188a70f Depsgraph: add "Dependency Relations" operator to print the dependency graph to
the console, useful for debugging and understanding the relations.
2011-11-04 13:17:35 +00:00
90acd1d0fc Fix #29146: object used for particle instancing did not update when affected
by an object on a hidden layer. Dependency was set in the wrong direction.
2011-11-04 12:53:46 +00:00
2e1b935e2b Changes to node sockets default values to deal better with artists workflow
(in most cases it needed to do extra tweaks to values which was annoying).

Patch by Sebastian König.
2011-11-04 12:50:29 +00:00
298790850c Fix #29051: Set Origin - Center: Bounds does not work
Operator sued to check incorrect property to check initialization.

Patch by Kalle-Samuli Riihikoski, thanks!
2011-11-04 11:37:13 +00:00
936178d10f Do not run versioning code for new files. All stuff from current verisoning
block was written before 2.60 release, so it should be safe to move it into
if'ed block checking version number.

This patch should also fix bug #29147 which was caused by old->new particle
rotation mode switch.
2011-11-04 09:29:58 +00:00
2d09bf85af cleanup some BLF macros and dont over-alloc BGE's PyObjectPlus when setting strings (better change then the one I made recently). 2011-11-04 09:14:49 +00:00
3717059511 Comments and other text editing:
* Renamed one of the two "File is Saved" entries, as having two
entries with the same name in the Datablocks viewer was confusing
* Edited the tooltip text for "speed" option for dupliframes to
clarify what it does (or what it's supposed to do)
2011-11-04 08:08:47 +00:00
dbc5941cae Bugfix [#28515] Dupliframes start/end animation broken since 2.56A
Due to changes with the way that dupliframes were being evaluated (one
of those being that the animation for the object being animated would
get reevaluated for every frame sample for dupliframes) to get them
working properly again sometime during the 2.5 series, the dupliframe-
sampling loop would be prematurely terminated on the first frame in
this example.

That is because after the first step of the loop, the ob->dupend
property would have changed its value as it was being animated,
leading to the loop terminating, and only the a single dupli getting
added.
2011-11-04 08:06:46 +00:00
87cd81b162 - added docs and examples for bpy.app.handlers
- correct error in own last commit for BKE_screen_find_big_area()
2011-11-04 04:27:46 +00:00
7e9bc22925 Enabled ndof devices for controlling colour wheel and cube UI controls
(eg. colour pickers). Tilting the ndof device up and down and rolling it left and 
right will move the 'colour cursor' in screen x and y, and twisting the ndof device 
will rotate the cursor around the colour wheel (hue). Now you can turn off the 
lights and pretend you have a fancy DI deck!
2011-11-04 02:31:00 +00:00
2d787e6e01 utility function to find the biggest area: BKE_screen_find_big_area(...), was being done with static functions that were copied about. 2011-11-04 01:15:04 +00:00
29575c9ac8 compile without python works again 2011-11-03 23:20:54 +00:00
224c26f891 Fix #28998: sequence rendering with wrong progress bar
Show overall progress when doing sequence rendering. Nice for cases when
you're using sequencer to combine video strips only, without rendering
scenes and so. If scene strips are used in sequencer, per-frame rendering
would be used (because of scene rendering sets per-frame progress).
2011-11-03 17:06:12 +00:00
d53989bda6 Depsgraph: more tweaking for update acces from python API
* Move scene_update_pre callback before depsgraph flusing so it works better
  when you do modifications on objects then.
* Fix missing update after making modifications in frame_change_pre, recalc
  flags were not being flushed.
2011-11-03 16:41:48 +00:00
b99f6e3d08 Fix #29005: Bezier/Surface Datablock switching bug?
This commit updates curve datablock to respect curve dimension flag
when setting datablock for curve.

Not ideal but this makes behavior quite expected, avoids big changes in
curves core stuff which depends on object type and prevents restrictions
on changing data datablock which works in general cases.
2011-11-03 16:16:19 +00:00
665f602f15 python string conversion
- use _PyUnicode_AsStringAndSize where possible
- use %R for PyErr_Format(...) rather then running repr on the object explicitly 
- use const char
2011-11-03 14:09:18 +00:00
d210703bca use Py_TYPE macro (no functional changes) 2011-11-03 13:10:37 +00:00
aefa2cda10 Fix #28935: Material display error VBO + Texture Solid + Modifier 2011-11-03 12:43:45 +00:00
17f90f8fe4 Fix #29122: Curve Radius keyable from Outliner Datablock view but not Transform Radius field in 3D Viewport
If there's only one control point selected, show radius property for this point, not for medium value.
2011-11-03 12:28:32 +00:00
dff93ddecc hopefully fix msvc build error 2011-11-03 12:01:18 +00:00
9e8a7c7e31 Bugfix [#29113] "Follow path" constraint subframes calculated
incorrectly

"Follow Path" constraint was applying subframe offsets to the curve-
path evaltime value for non-fixed case. However, it turns out that
when doing old-style mblur, this results in the offset getting applied
twice, resulting in incorrect values (i.e. by the time the constraint
gets ctime, this already has had subframe offset applied, and so too
has curve evaltime).
2011-11-03 11:20:22 +00:00
fa8fffac1c Depsgraph/Python: ensure datablocks with animation data get tagged as being
updated on frame change.
2011-11-03 10:03:08 +00:00
f69818e7f6 correct error in stub 2011-11-03 09:20:54 +00:00
5eef937436 modify previous api feature to tag functions as permanent, use nicer decorator style, eg:
# --------

import bpy
from bpy.app.handlers import persistent

@persistent
def my_func(scene):
    pass

bpy.app.handlers.frame_change_pre.append(my_func)
2011-11-03 09:13:47 +00:00
e2393d1109 ability to have permanent callbacks that stay active when new blend files are loaded.
this works by tagging functions, eg:

  def my_func(scene):
      pass

  bpy.app.handlers.permanent_tag(my_func, True)  # <-- important bit
  bpy.app.handlers.frame_change_pre.append(my_func)
2011-11-03 06:53:52 +00:00
7d7977658a fix for warning on osx 2011-11-03 04:58:11 +00:00
887e1fed99 fix regression [#29076] 16bit Tiff save broken in Blender 2.60 2011-11-03 03:51:48 +00:00
1f291a69c1 correct spelling mistakes 2011-11-03 03:00:45 +00:00
4293f4738c patch [#28947] Patches for #28943 (Support for XDG Base Directory Specification)
from Cosme
2011-11-02 22:00:22 +00:00
723e129252 Depsgraph/Python: callbacks and properties to detect datablock changes
* Adds two new python handlers: scene_update_pre() and scene_update_post()
  These run before and after Blender does a scene update on making modifications
  to the scene.
* Datablocks now have an is_updated property. This will be set to true in the
  above callbacks if the datablock was tagged to be updated. This works for the
  most common datablocks used for rendering: object, material, world, lamsp,
  texture, mesh, curve.
* Datablock collections also have an is_updated property. If this is set, it
  means one datablock of this type was added, removed or modified. It's also
  useful as a quick check to avoid looping over all datablocks.
* RenderEngine.view_update() can also check these properties, for interactive
  viewport rendering.

http://wiki.blender.org/index.php/Dev:2.6/Source/Render/UpdateAPI
2011-11-02 20:56:52 +00:00
ac52c79cb1 RenderEngine/Nodes: system to check for shading nodes compatibility
* Scene.use_shading_nodes property to check if RenderEngine is using new shading
  nodes system, and RenderEngine.bl_use_shading_nodes to set this.
* Add mechanism for tagging nodes as being compatible with the old/new system.
2011-11-02 19:24:30 +00:00
30f1f28a8a Nodes: add support for shader nodes on world and lamps, in addition to materials.
The internal render engine does not support them, and they are not accesible in
the UI yet, but cycles will use them.
2011-11-02 18:55:32 +00:00
97a0ae3e1b RenderEngine api: support for viewport rendering, details here:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI

* This adds a Rendered draw type in the 3D view, only available when
  the render engine implements the view_draw callback.
* 3D view now stores a pointer to a RenderEngine.

* view_draw() callback will do OpenGL drawing instead of the viewport.
* view_update() callback is called after depsgraph updates.
2011-11-02 18:20:53 +00:00
42ce1d5943 Sculpt cleanup
Replace a use of bglMats in sculpt with ED_view3d_* functions().
2011-11-02 16:02:01 +00:00
11d05b379d Small sculpt cleanup
Since frontface() is always called with tex_strength(), moved the call
to frontface() into tex_strength (required a few new normal
parameters.)
2011-11-02 15:35:16 +00:00
e1594ebb3c World Mist
* Removed some more unused stuff and marked as deprecated.
2011-11-02 14:36:21 +00:00
e07389ccb8 RenderEngine: steps towards implementation of this proposal:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI

* RenderEngine is now a persistent python object that exists and retains
  properties as long as a frame is being rendered. This is mostly useful now
  that more than one callback will be added.
* Added update() callback that should ideally be used to export the scene,
  leaving only the rendering to the render() callback. This is not required to
  be used at this point, but separating this will make things more thread safe
  later on.
* Added tag_redraw() and tag_update() functions that will be used for viewport
  rendering.
* Internal change: status text is now retained after update_status calls.
2011-11-02 14:33:14 +00:00
aa363800b0 World Stars:
* Remove remaining star color code, was unused. Marked as deprecated in DNA.
2011-11-02 14:28:16 +00:00