Commit Graph

15539 Commits

Author SHA1 Message Date
Brecht Van Lommel
1f4fa869e4 2.5: RNA & UI
* Revert lamp sampling/buffers change. The right enum items should
  be defined in RNA, not the layout, so that it works in outliner,
  python api too.
* Also changed type popup to radio buttons again, and removed the
  icons. This is more consistent, and I don't think it's a good idea
  to start using icons for these things, too much clutter.

* Replace Mesh with Normals panel in the mesh buttons.
* Remove Material panel from mesh buttons.
* Added name fields for shape/vgroup/vcol/uv.
* Spacing tweak to Object and Bone names.

* Fix some naming conflicts in RNA, with "name" and "type" properties
  being defined twice in the same struct.

* context.scene.tool_settings -> context.tool_settings.
2009-07-21 00:55:20 +00:00
Brecht Van Lommel
0aebd5f144 2.5: Make shade smooth/flat operators consistent,
and add object mode operators.
2009-07-21 00:36:07 +00:00
Janne Karhu
5fd16476d9 Forgotten file from boids commit. 2009-07-21 00:31:33 +00:00
Brecht Van Lommel
ae10731eb9 2.5: DNA fixes for game engine changes, making it work on 64bit. 2009-07-21 00:30:19 +00:00
Guillermo S. Romero
024cd8c3d8 SVN maintenance. 2009-07-21 00:19:07 +00:00
Janne Karhu
b4353a8443 Initial code for boids v2
Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
	* Closest collision object in negative z direction is considered as ground.
	* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
	* Many new rules and many still not implemented.
	* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
	* This is in addition to the boids own system of course.
	* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
	* This allows forcing boids somewhere.
	* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
	
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.

Other new features:
- Particle systems can now be named separately from particle settings.
	* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
	* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.

Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)

Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
Dalai Felinto
01b787636b fix for recent stereo changes+tweaks
(it's the 3rd commit in a row. But as they say, the 3rd is always a charm ;)

I still think we have a little mess with the DEFINE parameters in BGE (as in RAS_IRasterizer::StereoMode).
We used to have them duplicated and hardcoded in 2.4xx, but I think we can do it in another way now.

(I didn't change gameplayer, but I can do it once we have it linking and building properly)
2009-07-20 22:36:56 +00:00
Thomas Dinges
c72064272f 2.5 Lamps:
* Replaced RNA ENUM hacks for "shadow method" and "shadow_ray_sampling_method" with modifications in the layout file.
2009-07-20 20:34:14 +00:00
Dalai Felinto
9a9d118bbf BGE panels: wip
Logic Panel:
- world settings (moved from world)
 ... that includes physic engine selection + gravity
- game player (from gamesettings, it wasn't wrapped)
- stereo/dome (from gamesettings, it wasn't wrapped)
 ... separated stereom into stereoflag and stereomode
- properties
 ... (didn't touch it)

Buttons Game Panel:
(wip panel)
- Physics (moved from Logic Panel)
 ... it will be a datablock in the future (right Campbell ?)
- Material Physics (not currently implemented)
 ... a datablock link to the materials of an object + the dynamic physic variables

* NOTE:
in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
2009-07-20 20:28:29 +00:00
Campbell Barton
1b7f1bc72d mistake in own recent change, errors with startup scripts didnt raise errors 2009-07-20 20:00:59 +00:00
Thomas Dinges
0b4a6ddf4a 2.5 Notifier:
* Added some missing notifier for 3DView Display settings.
2009-07-20 17:42:40 +00:00
Daniel Genrich
d301d8174c Some little UI adjustments to cloth + fluid panel and their presets 2009-07-20 17:15:41 +00:00
Campbell Barton
587d408f61 patch from William
Cleaned up force fields panel, as well as the other fixes (sculpt, lamps)
2009-07-20 16:39:16 +00:00
Campbell Barton
33bfd7397b BGE Button types panel, can edit existing buttons but not add new ones yet.
World Physics panel too though Im not sure if we'll eventually move this into another struct.
2009-07-20 16:21:55 +00:00
Joshua Leung
cc69f13013 2.5 - Constraints Editing + Keyframe Drawing Tweaks
Constraints:
* Adding constraints with targets should now work. 
-- (When no target is provided, the code to create a new target is not yet in place again yet)
* Constraints can be added in Object and PoseModes again using the Ctrl-Shift-C hotkey. 
* All constraints can now be cleared from the active Object or selected Bones using the Ctrl-Alt-C hotkey.
* Added warnings when adding constraints invalid for the current context, and removed the old add_constraint() function.
* Buttons window updates correctly after adding keyframes now

Keyframes Drawing:
* Removed un-necessary extra function-call for RB-Tree implementation, by inlining a special one-off case.
* Keyframe diamonds which are not within the viewable area are now not drawn (but filtering will still need to find them).
2009-07-20 12:42:31 +00:00
Campbell Barton
8bf9a8cb1e Added error prints if the text's main is not set. 2009-07-20 11:30:27 +00:00
Joshua Leung
ae7e321c8b 2.5 - Fixes to try and let C++ compilers not choke on DNA_anim_types.h 2009-07-20 10:43:41 +00:00
Campbell Barton
4d0a6fee4a cmake option to disable SDL,
bpy_interface.c - change order of checking scripts to avoid calling stat on .py files.
2009-07-20 10:24:53 +00:00
Joshua Leung
b76009232e 2.5 - Bugfixes
* Fix for crash when holding down downarrow in the info-header search box. Was caused by badly written poll callback for file-browser. Thanks pidhash for noticing the error

* Made add constraint operators work again from 3D-View. They were using the wrong context pointer when in the 3D-View, since the old one was only valid for the buttons-window. Now they check which window they're in.
2009-07-20 00:02:03 +00:00
Campbell Barton
4e9171e6f6 binreloc wasnt working with cmake. 2009-07-19 19:36:56 +00:00
Campbell Barton
62ffb81316 d_type isnt a member of dirent on win32. 2009-07-19 18:51:25 +00:00
Campbell Barton
979bec79c3 - Support for importing python packages. (directories of python scripts containing an __init__.py)
- BLI_add_slash returns the new string length.
- BLI_where_am_i() would often have /./ in the path (not incorrect but annoying, got into python exceptions)
- release/ui/space_image.py, py error referencing invalid keyword args.
2009-07-19 17:45:14 +00:00
Nicholas Bishop
d410135408 Sculpt+Paint/2.5:
* Moved brush NKEY panel from C to Python. Could use some UI review :)
* Added a NULL check in bpy_internal_import.c, was crashing here on Python errors
* Added RNA for vpaint brush and for weight paint
* Added context for vpaint/wpaint similar to edit_object and sculpt_object
2009-07-19 17:44:44 +00:00
Martin Poirier
8ac67fcd21 Remove unneeded manipulator functions.
Disable manipulator drawing while moving. This still use G.moving, but that's acceptable for now (it's sort of a weird display option, after talk with Ton, we couldn't find a good place to set it).
2009-07-19 17:42:01 +00:00
Ton Roosendaal
20f1fb6a7f 2.5
Bugfix: extrudes failed when called a 2nd time, missing statistics
update. Reported by Sanne in irc, thanks!
2009-07-19 17:14:26 +00:00
Ton Roosendaal
9e047d5acc 2.5
Bugfix: the 'active 3d view layer' was never set, causing issues when
adding new objects. Reported by Martin, thanks!
2009-07-19 16:53:57 +00:00
Campbell Barton
b96a6e1838 issues auto generating rna docs
- add a warning when an operator name is NULL, set it to a dummy name to prevent crash. POSE_OT_constraints_clear had its name commented (not sure why)
- rna_Object_parent_type_itemf wasnt checking for context being NULL, needed for docs else it crashes.
- bpy.ops.add/remove didnt show up in a dir(bpy.ops)
2009-07-19 14:57:20 +00:00
Campbell Barton
d9a7e5144f Python operators
- simplified C operator API bpy.__ops__ since its wrapped by python now.
- needs the class to have an __idname__ rather then __name__ (like menus, headers)
- convert python names "console.exec" into blender names "CONSOLE_OT_exec" when registering (store the blender name as class.__idname_bl__, users scripters wont notice)
- bpy.props.props ???, removed
2009-07-19 13:32:02 +00:00
Joshua Leung
8efdb04817 2.5 - Recode of Add Constraint Operator(s)
Add Constraint operators are now based on the old add_constraint() function (to be removed when the new code works well). 
- Fixed a few bugs with the code, including depsgraph missing rebuild call, and unique-naming for constraints failing due to wrong order for adding constraint to list
- Added capabilities for setting the target of the constraint to the first selected object/bone for the operator when called from menus + hotkeys (but not for buttons window)

This commit is still buggy. I'll fix the remaining issues tomorrow, as well as adding some more operators for IK add/clear.
2009-07-19 13:06:18 +00:00
Ton Roosendaal
f72018ebeb 2.5
Small fix: Triple Buffer mode didn't clip custom paint cursors correctly
for overlapping regions (example, view3d paint circle drawing into toolbar)
2009-07-19 12:15:20 +00:00
Ton Roosendaal
08ef73ab3e 2.5
Requested UI feature: when scaling Blender window, the buttons view keeps
scale (in visible pixels) as previously. Also works for the .B25.blend, which
currently will show the buttons a bit too large for small screens... this 
because the .B25.blend was created on a 1920x1200 screen. Might need a config
inbetween... 1440x1080 or so? Or we make a couple of defaults later.

Additional feature could be to also scale the buttons area itself, but that
will change the entire screen layout too much, potentially giving bad issues
with extremer scaling.
2009-07-19 11:13:15 +00:00
Campbell Barton
1917e951ca py rna arrays were assumed sizeof(char)*len, should be sizeof(int)*len, was causing end of array corruption errors when running operators that took bool array options - transform. 2009-07-19 09:33:27 +00:00
Joshua Leung
8ced84eec9 2.5 - Clear Constraints Operators
Added some operators to clear all constraints on the active object or the selected bones.
2009-07-19 07:20:21 +00:00
Joshua Leung
388af9d827 2.5 - Warning Fixes + Hotkey for Reversed Playback
Reversed playback can now be activated using the Alt-Shift-A hotkey. It works the same way that the Alt-A playback operator works.
2009-07-19 05:20:30 +00:00
Campbell Barton
7411a86a41 - was freeing reports on freed listbases
- free reports in a single loop.
- extrude was using a NULL scene, crashed when used as a macro
2009-07-19 04:50:10 +00:00
Guillermo S. Romero
aad1f809dd SVN maintenance. 2009-07-19 02:28:59 +00:00
Martin Poirier
880c3756e9 Store sketch in armature instead of ugly global.
Like edit data, this isn't saved, just a temp pointer used during work session.

Also bring back sketching panel for 3d view.
2009-07-19 02:26:01 +00:00
Nicholas Bishop
036c0012e6 Sculpt/2.5:
* Added pointer RNA for the sculpt brush
* Converted sculpt settings panel (in the NKEY area) from C to Python
* For Python UI, needed context for whether sculpt is enabled or not; discussed this with Brecht and added sculpt_object to scene context
2009-07-19 01:55:21 +00:00
Campbell Barton
d7564761c0 operator macro playback (run operator reports in the console)
- reports can be selected with RMB, Border (bkey) and (de)select all.
- delete reports (X key)
- run operators in the console (R key)
- copy reports (Ctrl+C), can be pasted in the text editor an run with alt+p

Details
- Added "selected_editable_objects" and "selected_editable_bases" to screen_context.c, use the scene layers, this was needed for duplicate to run outside the 3D view.
- RNA_property_as_string converted an array of 1 into "(num)" need a comma so python sees it as a tuple - "(num,)"
- add flag to reports, use for seletion atm.

opens a new world of context bugs :)
2009-07-19 00:49:44 +00:00
Guillermo S. Romero
ad2e306b09 SVN maintenance. 2009-07-18 23:12:42 +00:00
Campbell Barton
2d88c069bc missed this file in last commit. 2009-07-18 19:42:13 +00:00
Campbell Barton
9b75187c55 initialize keymaps after python so python keymaps, solves the problem of keymaps complaining about python operators not existing, but at the expense of some annoying init flags/functions. :/
Brecht/Ton you may want to check that C->data.py_init is a good place to store this.
2009-07-18 19:40:26 +00:00
Campbell Barton
119844eb23 fixes for errors on startup and compiler errors and draw speedup.
* Drawing the console text now skips all lines outside the view bounds.

* Added dummy C operators for console.exec and console.autocomplete so blender wont complain at startup, its not really a problem but people testing reported it a few times. Eventually we should have some way python operators are initialized before the spaces operators are checked.

* reordered the imports so the "ui" dir is imported before "io", for now this means bpy.ops is defined before exporters and importers need to use it, was causing a python error on startup.

* fixed all compiler warnings for the console (gcc4.4)

* stopped operators were printing out the return flag.

* removed references to ACT_OT_test, TEXT_OT_console_exec and TEXT_OT_console_autocomplete
2009-07-18 16:27:25 +00:00
Elia Sarti
75b8badda5 2.5 / RNA Fix for render layers' rendering options
Was using same flag for all options
2009-07-18 15:14:59 +00:00
Martin Poirier
d0b6a27104 Second round of transform mouse buttons experiment.
Confirm on LMB up but cancel on RMB down.

This works well with hotkeys, manipulator, RMB+drag and gesture (when they are added back).

The question is do we stick with one scheme for all or have separate keymaps for different "calling mode".
2009-07-18 15:02:12 +00:00
Martin Poirier
d9e16f494f Use verb for operator names
Translation -> Translate
Rotation -> Rotate
2009-07-18 14:55:03 +00:00
Nicholas Bishop
c13674614e 2.5/Sculpt:
* Fixed the NKEY panel not updating when switching to sculpt mode
* Removed some old XXX'd code for testing textures, can replace that now with proper brush-texture UI
2009-07-18 13:29:47 +00:00
Joshua Leung
3a32411f2b 2.5 - Removing quick test operator that I added by mistake
It was used to quickly test that the red-black tree was being built correctly, but was really an incomplete operator...
2009-07-18 11:39:50 +00:00
Ton Roosendaal
178bc61dd3 2.5
Fix for Makefile to use GLEW in console editor
2009-07-18 11:32:52 +00:00
Joshua Leung
169a87cb0b 2.5 - Optimisations for Keyframe Drawing in DopeSheet
Keyframes are now prepared for drawing by being added to a binary-tree structure instead of using insertion-sort on a Double-Linked List. This gives rather significant improvements on a few bad cases (*).

I've implemented a basic Red-Black Tree whose nodes/data-structures can also be used as a simple Double-Linked List (ListBase) for this purpose. The implementation of this tree currently does not have support for removing individual nodes, since such capabilities aren't needed yet. 

Stats (using keyframes from an imported .bvh animation file):
* When only the keyframes are drawn (i.e. long keyframes are not identified), the time needed to draw the DopeSheet region 10 times went down from 4000ms to about 300ms.
* When long keyframes are considered as well, the same test has gone from 6000ms to 3000ms. There is still a bottleneck there that I haven't been able to remove yet (an attempt at this made the runtimes go through the roof - 32000 ms for the test done here).

Assorted Notes:
* Added missing headers for some files
* Fixed profiling flags for mingw. There was an extra space which prevented the sound-code from compiling.
2009-07-18 07:11:37 +00:00