An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
* UI layout for scene buttons has quite some changes, I tried to
better organize things according to the pipeline, and also showing
important properties by default, and collapsing less important ones.
Some changes compared to 2.4x:
* Panorama is now a Camera property.
* Sequence and Compositing are now enabled by default, but will only
do something when there is a node tree using nodes, or a strip in the
sequence editor.
* Enabling Full Sample now automatically enables Save Buffers too.
* Stamp option to include info in file is removed, it now simply always
does this if one of the stamp infos is enabled.
* Xvid, H.264 and Ogg Theora are now directly in the file format menu,
but still using FFMPEG. Unfortunately Ogg is broken at the moment
(also in 2.4x), so that's disabled. And Xvid crashes on 64bit linux,
maybe solvable by upgrading extern/xvidcore/, using ubuntu libs makes
it work.
* Organized file format menu by image/movie types.
Added:
* Render layers RNA wrapped, operatorized, layouted.
* FFMPEG format/codec options are now working.
Defaults changed:
* Compositing & Sequencer enabled.
* Tiles set to 8x8.
* Time/Date/Frame/Scene/Camera/Filename enabled for stamp.
* 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.
* Added the build system code to compile files named
editors/*/*_api.c into the makesrna preprocessing.
The reason to do this is to keep operators and API
close together, but it doesn't fit well with the build
system, especially Makefiles use an ugly hack here.
* Some fixes to pass an RNA AnyType through the API,
this will give a PointerRNA, for use in the interface
code for example.
* Added RNA wrapping of some UI template code as a test.
which can be defined to call C functions with defined parameters.
* Parameters are RNA properties, with the same types.
* Parameters are stored in a ParameterList, which is like a small
stack with the values. This is then used to call the C function.
* Includes Python integration.
* Only one test function is part of this commit, ID.rename.
* Integration with the editors/ module is not included in this
commit, there's some issues to be worked out for that still.
* 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?
I did a very drastic cleanup for the different libgroups, there's now only a few left. It compiled with scons/msvc, will be testing in a bit on linux, too.
If you get any problems, please reply to this commit message on the taskforce ML.
This is the first code for the Data API, also known as RNA system in the
2.5 Branch. It does not include a user interface, and only wraps some
Scene properties for testing. It is integrated with Scons and Makefiles,
and compiles a 'makesrna' program that generates an RNA.c file.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataAPIhttp://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNA
The changes are quite local, basically adding a makesrna module which
works similar to the makesdna module. The one external change is in
moving genfile.c from blenloader to the makesdna module, so that it can
be reused by the RNA code. This also meant changing the DNA makefiles.
It seems to be doing dependencies correct still in my tests, but if
there is an issue with the DNA not being rebuilt this commit might be
the one causing it. Also it seems for scons the makesdna and makesrna
modules are compiling without warnings. Not a new issue but this should
be fixed.
The RNA code supports all types as defined in the Data API design, so
in that sense it is fairly complete and I hope that aspect will not
have to change much. Some obviously missing parts are context related
code, notify() functions for updates and user defined / ID properties.