Commit Graph

47594 Commits

Author SHA1 Message Date
Nathan Letwory
2469305376 2.5 \ Python API
* put back #if PY_VERSION_HEX check again, so we without Python 3.0 can still compile
  - Campbell, please don't remove it again, ok?
2009-02-28 15:28:18 +00:00
bab4cd6991 Python experimental UI API
Can draw panels in the scripts space containing RNA and operator buttons.
* Added bpyui.register() so scripts can draw buttons and panels into the scripts space type.
* wrapped drawBlock, drawPanels and matchPanelsView2d
* Operator buttons take a python dictionary used to set the button defaults.
* BPY_getFileAndNum utility function to get the filename and line number python is currently running.
2009-02-28 13:27:45 +00:00
99919b1714 merge with trunk. also tried to fix tesselator code; new code should've worked, but there's still some problems, possibly not in the tesselator code entirely. also still have reverted tools/Blender.py since scons still isn't fixed, heh. 2009-02-28 12:49:18 +00:00
0f8969640c Bugfixes for armature operators - parent + align operators weren't working correctly, since the active bone wasn't being accounted for in the right way. 2009-02-28 10:23:36 +00:00
6f7a43217b 2.5 - Various animation bugfixes
* When inserting keyframes, newly created groups are no longer created with expanded + active flags set. The former should work better and keep the views less crowded by default when there are many F-Curves.
* Fixed crash when trying to select action groups. This only seemed to happen in one of the BBB files...
* Settings that have been tagged in RNA as being un-animateable are now ignored when creating Keying Sets.
* Removed some un-needed old code from keyframing code. I've still left in the old-style builtin KeyingSets from about 2.48, since those will be useful reference when setting up the new builtin KeyingSets.
* Removed obsolete correction factor for Visual Keying -> object rotations.
2009-02-28 09:58:58 +00:00
541d49bc2c * blender doesn't need the -w anymore to start in a window
* NULL can be used instead of () args for calling python functions from C.
2009-02-28 09:25:42 +00:00
badbba7266 Making y2 for File the same that Add Timeline etc 2009-02-28 07:45:16 +00:00
8d3dcfb104 BGE Python API
* Scene's and GameObjects can now be printed (raised an exception)
* Added GameLogic.getSceneList()
2009-02-27 23:53:09 +00:00
71cedc8c1b Running the OBJECT_OT_mesh_add operator outside the 3d view would crash. 2009-02-27 21:27:03 +00:00
b992a449f1 Restore the #if around the ui_module declaration, this made compiled fail
with python 2.5 (< 3.0).
2009-02-27 14:10:44 +00:00
66c2f1c2a3 added defAutoButR() and blockSetFlag() and some flags for the experimental python UI, which just wraps C the functions. 2009-02-27 10:22:40 +00:00
Nathan Letwory
c9653cc083 [18327] Fix crash when activating nodes
- faulty linking and header file lead to crashing whenever nodes were used.
2009-02-27 00:08:16 +00:00
4d92526401 build blenderplayer without opennl and decimation 2009-02-26 12:43:24 +00:00
c785532bec Py BGE API
Python dir(ob) for game types now includes attributes names,
* Use "__dict__" rather then "__methods__" attribute to be Python 3.0 compatible
* Added _getattr_dict() for getting the method and attribute names from a PyObject, rather then building it in the macro.
* Added place holder *::Attribute array, needed for the _getattr_up macro.
2009-02-26 09:04:06 +00:00
b49b02842a update to build with python 3.0.1 which removed Py_InitModule3, added richcompare functions to the operator api. 2009-02-26 05:50:19 +00:00
936a6eeda8 small errors in touch sensor and gameObject 2009-02-26 05:17:54 +00:00
6bfb8ca6b0 - Attributes for the collision sensor: propertyName, materialCheck, pulseCollisions, objectHit and objectHitList.
Removed a check in Python API touch.setProperty() for the property name on the sensor owner before allowing the name to be set - it makes no sense and isnt checked when creating the sensor.
- SCA_DelaySensor.py indent error making epydoc fail.
2009-02-26 04:17:23 +00:00
8fa180a9b1 * Fix for a small bug where multiple scattering wasn't being enabled properly.
* Also a MSVC compile fix
2009-02-26 00:13:40 +00:00
dff781c2a8 Continue snapping cleaning job.
Snap to armature correctly in edit mode and when posed.
Merge snap and embed in skeleton sketching. Ctrl key does both, depends on the snap mode (volume or other). Snaps to other strokes in all snapping mode except Volume.
2009-02-25 20:07:45 +00:00
9ac7c8e91a 2.5: Particle edit mode more functional now. Transform, brush
editing, paint cursor, radial control, mouse/border/circle/lasso
select, mirroring, bad level calls fixed, etc.
2009-02-25 19:29:58 +00:00
97e70ef3c4 forgot this file- remove Sumo from the menu if its disabled. 2009-02-25 17:20:41 +00:00
a4ad52f1aa New Pulse option for the collision sensor (off by default wont change existing logic)
Previously only the first collision would trigger an event (no collisions a negative event ofcourse)

With the Pulse option enabled, any change to the set of colliding objects will trigger an event.

Added this because there was no way to count how many sheep were on a platform in YoFrankie without running a script periodically.

Changes in collision are detected by comparing the number of objects colliding with the last event, as well as a hash made from the object pointers.

Also changed the touch sensors internal list of colliding objects to only contain objects that match the property or material.

- pulse isnt a great name, could change this.
2009-02-25 17:19:30 +00:00
c3078c94fb 2.5
SHIFT+A add armature didn't add a bone yet. :)
2009-02-25 14:50:40 +00:00
c0a6cb950d 2.5
Four new operators for Armature editmode, by Arystan D.

- Extrude (Ekey)
  Extrude forked (shift-E when mirror on)
- CTRL+click extrude
- Delete selected (Xkey)
- Duplicate (shift-D)
2009-02-25 13:48:39 +00:00
7fffb0b630 Building the game engine with Solid/Sumo is now optional for scons using WITH_BF_SOLID.
Now Sumo is has been deprecated for a while we might want to remove it for 2.5.
2009-02-25 12:07:51 +00:00
f58b4eedca Animato Conversions:
Action Channels (for bones only) are now converted to the new Action Groups, restoring expand/collapse functionality for these, which was quite helpful.
2009-02-25 11:26:16 +00:00
e6b05abd00 Outliner/Datablocks view: IKEY/Alt-IKEY Hotkeys work for Inserting/Deleting keyframes via KeyingSets 2009-02-25 10:55:03 +00:00
3767070c8a Anim-Channel Filtering: If an object only has animation-data attached to one of its Material datablocks, they will now get included too.
This makes it possible to edit keyframes for material animation where no object-linked animation exists. However, this is provided that the material is linked to an object!
2009-02-25 10:27:08 +00:00
fc070ca31c 2.5
Bugfix in compositor: code that duplicated the nodetree and merged
viewer images back lacked handling the case when a viewer was not
set active yet.

This fixes eternal loops in compositor after removing Viewers.
2009-02-25 09:54:41 +00:00
669dd229f4 2.5
Bugfix: commit of last week that moved object_handle_update() out
of the view3d code into event loop caused render to crash. This
update should not be called during render. In future it'll even
be thread-locked or better; solved by giving objects an 'owner'
for storage of updates.

This solves a lot of crashes on render.
2009-02-25 09:36:25 +00:00
c77af31166 Minor speedups for the BGE
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too.
* Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats.
* Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases.
* removed some unneeded vars from UpdateChildCoordinates functions 
* Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
2009-02-25 06:43:03 +00:00
2eb85c01f3 remove warnings for the BGE
- variables that shadow vers declared earlier
- Py_Fatal print an error to the stderr
- gcc was complaining about the order of initialized vars (for classes)
- const return values for ints and bools didnt do anything.
- braces for ambiguous if  statements
2009-02-25 03:26:02 +00:00
aa7c45c190 Snaping cleanup, removing a lot of duplicate code.
Snapping to armatures: non-editmode armatures only, rest pose only, ... (this is mostly work in progress code).
2009-02-24 21:25:36 +00:00
56e9c87309 building the game engine without SDL works again 2009-02-24 17:34:41 +00:00
d9862517fb Added return statements to a couple of functions that didn't have
them and removed an extra ;

Kent
2009-02-24 16:51:55 +00:00
adaa4b0fd0 Making KX_GameObject names read only.
This was committed in revision 2832 but never accounted for existing object name hashes which existed since revision 2.

Its possible to update the names elsewhere but unlikely anyone ever used this successfully so removing.
2009-02-24 12:38:56 +00:00
c2145c67e8 Made animation-editor copy/paste operators use reports-api for reporting errors instead of console prints. 2009-02-24 11:23:04 +00:00
57cf62745f DopeSheet/Graph Editors: Restored Copy/Paste operators
The channel-matching code when pasting still needs improvements to work really nicely...
2009-02-24 11:18:24 +00:00
33aee345ed fix for segfault when the replace mesh actuator references a mesh that has no object in the current scene. 2009-02-24 09:49:28 +00:00
6c7c38a4e4 BGE Py API
* Made GameLogic.addActiveActuator(actu, bool) to raise an error if the actuator is not in the list. Before it would allow any value as the actuator and fail silently (makes debugging scripts more difficult).

* Allow the actuator to be a string which is convenient if you dont want to change the settings of the actuator.
* Added activate/deactivate functions to the controller, this is more logical since the GameLogic.addActiveActuator() function is running through the controller anyway.

GameLogic.addActiveActuator(controller.getActuator("SomeAct"), True)
...can be replaced with...
controller.activate("SomeAct")
2009-02-24 05:50:45 +00:00
394d893e13 compile scripts when converting controllers to give more predictable performance and print syntax errors early on rather then when the script is first executed. 2009-02-24 03:29:31 +00:00
b46128d7b1 Added rna timeline to cmake build 2009-02-24 03:14:57 +00:00
03ce51bb89 Gave RNA to timeline markers. Updated both Scene and Action RNA for standard and pose markers. 2009-02-24 03:06:23 +00:00
57c7200a65 Merging volume embedding and transform snapping.
- Volume embed is available as a transform snap option (need new icon). Not as "continuous" as stroke embed, will have to be fixed somehow.
- Transform snaps work in armature edit mode (only snap to mesh, not other armatures, for now). Adding to other edit data type should be easy.
- Strokes can use all the transform snap options plus volume embed.

Bug fix: added small threshold to face snap (and volume embed) to prevent slipping in cracks between faces. More tweaking needed but this now takes care of all the worst cases.
2009-02-24 00:45:40 +00:00
7c830b75f1 merging trunk 17520:19093 2009-02-23 21:00:42 +00:00
b9ecc4962b 2.5
Weightpaint could crash, wrong check for editmode mesh.
2009-02-23 17:30:00 +00:00
576cb47945 2.5
Added more strict poll() to radial control for texture paint.
I'd advise to use wherever possible G.f checks in the polls for now, 
easier to get this solved later.
2009-02-23 16:31:58 +00:00
8416db896c ADR_CODE conversion done for particle systems. Fixed typo in particle rna. 2009-02-23 14:55:23 +00:00
334da0fa57 [#18291] Viewing muliple object UV's in the UV/Image editor
patch from Chris and Guillermo S. Romero.
2009-02-23 12:35:16 +00:00
5488175d0b BGE Python API
* fixed segfaults in CListValue.index(val) and CListValue.count(val) when the pyTypes could not be converted into a CValue.
* added scene.objects to replace scene.getObjectList()
* added function names to PyArg_ParseTuple() so errors will include the function names 
* removed cases of PyArg_ParseTuple(args,"O",&pyobj) where METH_O ensures a single argument.
* Made PyObjectFrom use ugly python api rather then Py_BuildValue(), approx %40 speedup for functions that return Python vector and matrix types like ob.orientation.
2009-02-23 06:41:10 +00:00