Commit Graph

250 Commits

Author SHA1 Message Date
c169ccc711 Silence more compiler warnings. 2010-12-31 20:01:38 +00:00
86b89af5dd use ICON_NULL define rather then 0, makes UI calls less confusing. (no functional change)
eg: uiItemR(row, &dvar_ptr, "type", 0, "", 0); -> uiItemR(row, &dvar_ptr, "type", 0, "", ICON_NULL);
2010-12-23 02:43:40 +00:00
5e382eb8e5 rename blenderlib to blender_add_lib 2010-12-22 23:09:30 +00:00
e0ab0bc401 Added a few descriptions that were missing.
This is a little bit of todo item:
[#24814] Operators which have no decription

Kent
2010-12-08 21:56:50 +00:00
afacd18498 use lowercase for cmake builtin names and macros, remove contents in else() and endif() which is no longer needed. 2010-12-08 08:43:06 +00:00
263830f000 Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for 'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-12-03 17:05:21 +00:00
cd97253502 - added GCC warning -Wstrict-prototypes
- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
2010-12-03 12:30:59 +00:00
b45c3363fd fix for some pedantic warnings. 2010-12-03 01:52:28 +00:00
e8397e6193 include headers in cmake source, added a script to check for consistency, reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-29 04:35:56 +00:00
Dalai Felinto
f4912b933e Logic UI bugfix: [#24628] two specific tooltips of keyboard sensor reversed
I also changed the order of them (target and log toggle) in the UI to match 2.49
2010-11-14 19:46:14 +00:00
50dab4fc37 rename definition for enabling the game engine GAMEBLENDER==1 --> WITH_GAMEENGINE 2010-10-31 03:20:33 +00:00
c6976e7351 use explicit file paths for CMake rather then globing, This is recommended by cmake devs.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html

Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-10-23 04:05:55 +00:00
e5fbd93cec editors/space_* build without unused args warnings 2010-10-16 08:03:28 +00:00
f81248265d tag UNUSED() for operator exec() and invoke() functions. 2010-10-15 01:36:14 +00:00
a9197c3aa2 remove unused args in draw*.c and some in view*.c, tag some as UNUSED(). 2010-10-14 01:22:14 +00:00
8a4fe62843 misc fixes found with clang's static checker. 2010-10-07 10:04:07 +00:00
Nick Samarin
90ab716cd5 synched with trunk at revision 32129 2010-10-03 16:28:28 +00:00
dea59cc5eb warning fixes and minor cmake changes. 2010-09-18 03:55:56 +00:00
Nick Samarin
ee0f4e8d76 - set valid default value for facingaxis parameter of steering actuator (for earlier versions)
- 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
2010-09-03 19:56:22 +00:00
Dalai Felinto
a41c0a55d5 Fix for "RNA_enum_get: ActionActuator.mode not found.". It was broken since recent rna renaming
Found while looking at another bug, unfortunately it's unrelated :)
2010-08-31 22:27:54 +00:00
Nathan Letwory
6c113b54b3 Finally change SConscript tabs to spaces. 2010-08-29 20:52:05 +00:00
7c98860a0d rna renaming FModifier & GameObjectSettings 2010-08-19 17:10:43 +00:00
3bd039eff9 apply rna rename most of the show_*, names. 2010-08-17 17:03:52 +00:00
c61127d502 apply logic brick rna renaming 2010-08-17 16:27:10 +00:00
b9d99b9c5b apply all rna naming changes for rna_space.c 2010-08-17 07:49:53 +00:00
0be08725ad Py API (GSoC): Second merging commit
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.
2010-08-16 12:14:09 +00:00
d1759639dc - remove unused includes IMB_*, BIF_* & MEM_*
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-16 05:46:10 +00:00
Nick Samarin
b5f4144d25 added option to set "up" vector of the actor orientation using navmesh normal (steering actuator) 2010-08-15 17:40:57 +00:00
Nick Samarin
b822f0bb7a added option for automatic facing in steering actuator 2010-08-15 12:58:13 +00:00
Dalai Felinto
350e6d22fd Logic UI: name mismatch on motion blur property (report and patch by Jacob F.)
I forgot to update the UI code (or to commit) when I changed the rna name to match docs. (0 to 1 values should be called factor)
2010-08-11 21:51:31 +00:00
95aa8cfa4a Update address in license block. 2010-08-10 21:22:26 +00:00
f2d77e4496 remove unused includes from editors/space_* 2010-08-08 08:14:07 +00:00
Nick Samarin
f09cd6974e synched with trunk at revision 31065 2010-08-05 13:54:56 +00:00
1f77f7b05a Brush/Paint internal changes
- 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.
2010-08-04 12:18:07 +00:00
708ef64663 include cleanup, no functional changes
- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases)
- removed DNA_wave_types.h (never used)
- removed Main.wave
2010-08-04 04:01:27 +00:00
5fa7d1c1b4 2.5: code changes to reduce the usage of G.main and pass it along
or get it from the context instead.
2010-08-01 12:47:49 +00:00
0972d05b4b Logic Editor:
*Removed the old header menu code, replacing with Python menus.
2010-07-30 15:44:26 +00:00
Nick Samarin
c6ea23c77c synched with trunk at revision 30597 2010-07-21 20:54:53 +00:00
75410037fd - correct some spelling errors.
- remove FreeCamera struct (wasnt used)
- remove world color alpha values (not used anywhre).
2010-07-20 10:41:08 +00:00
Nick Samarin
0fbca1dc19 - added options to enable visualization for obstacle simulation and steering actuator
- added python attributes for parameters of steering actuator
2010-07-15 18:41:29 +00:00
Nathan Letwory
4242baa704 Logic UI: Changing Controllers names to follow Sensors and actuators (back to have only the first latter capitalized) + change the controller state only when in expanded mode (show the number otherwise).
Cosmetic commit, no structural/big code changes (patch by dfelinto).
2010-07-14 23:51:21 +00:00
5505697ac5 Merge GSOC Sculpt Branch: 28499-30319
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-jwilkins
See log of that branch for details.
2010-07-14 14:11:03 +00:00
Nick Samarin
81021db4f9 synched with trunk at revision 30243 2010-07-14 07:35:39 +00:00
Dalai Felinto
f533a70a4b Logic UI: HEADERS changes:
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) )
2010-07-13 11:06:19 +00:00
Dalai Felinto
37173c0cd8 Logic Editor UI: Make the Active object always the first one of the list, and have the ADD button only for it.
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.
2010-07-13 09:29:02 +00:00
Dalai Felinto
1f019c23fd Logic Editor UI: move s/c/a operators and interface buttons
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 ;)
2010-07-09 00:14:46 +00:00
Dalai Felinto
ff51a96d58 Logic UI: small commit - set visible flag for sensor and actuator (so it works with the move logic bricks operator to be committed) 2010-07-08 09:25:18 +00:00
Dalai Felinto
779368fd45 Logic UI: fix for #Motion Actuator Dynamic options not showing for Soft Body and Rigid Body (reported by Mal Duffin (malCanDo) over email)
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...
2010-07-08 06:49:08 +00:00
d9bcd249cf remove some warnings 2010-06-27 21:03:39 +00:00
Dalai Felinto
51170fdee3 Logic UI: small fixes
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
2010-06-24 04:52:28 +00:00