Commit Graph

16327 Commits

Author SHA1 Message Date
Joshua Leung
6a35302a54 NLA SoC: Fixed merge errors. Manually copied over any files from 2.5 that were modified in a commit by Brecht between the time when I had done the previous merge and the time when the commit for that finally got through. 2009-06-02 09:58:06 +00:00
Thomas Dinges
bfbb7d5d73 2.5 Constraints:
Wrapped IK and Rigid Body Joint constraint to Python.
Note: Couldn't test Rigid constraint due to crash.
2009-06-02 09:40:24 +00:00
Matt Ebb
ad545fd9f6 Wrapped buttons window in RNA 2009-06-02 08:08:41 +00:00
Joshua Leung
37f47ef386 NLA SoC: Merge from 2.5 20441 to 20570 (HEAD)
There were a few conflicts/missing files. Hopefully everything updated ok...
2009-06-02 01:40:53 +00:00
Robin Allen
62abe788c4 Fixed limits on translate node 2009-06-01 21:38:03 +00:00
Robin Allen
a3f097c646 Bugfix for faulty noise function in bricks node 2009-06-01 21:22:43 +00:00
Benoit Bolsee
4c7a02f6a1 BGE: memory leak in Random actuator + make actuator truly random when seed=0 in the UI. When running the game, seed 0 is replaced by a random seed accessible through Python in seed attribute of the actuator. Other seed value will be left unchanged and will generate fixed pseudo random series. 2009-06-01 18:41:58 +00:00
Ton Roosendaal
a117731aa2 2.5
- Fix: text draw in fonts was slightly too low; it didn't calculate offset
  correctly. Now it is aligned to have number characters in center.

- Fix: text clip was too wide, giving errors on extreme zoom in.

- Added boundbox-clipped default text drawing for view2d:

  void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, char *str)

  (Note; also for previous commit, this cache immediately projects, so if
   you change view2d while drawing, text is still on correct positions)
2009-06-01 17:21:03 +00:00
Peter Schlaile
2a3627e338 == Sequencer ==
This fixes:
[#18507] Wrong audio mixdown

Also: you can change output sample rate while blender is running
and the audio device get's reopened automatically.

Subframe-precision seeking was also broken for some releases...
(shame on me)
2009-06-01 16:35:05 +00:00
Ton Roosendaal
cb96aa47db 2.5
Added support for cached text drawing in View2D. Cache is needed to
prevent the viewmatrix being set/restored on each text drawing.

Adding a string:
void UI_view2d_text_cache_add(View2D *v2d, float x, float y, char *str)

Drawing:
void UI_view2d_text_cache_draw(ARegion *ar)

Nothing else needed; just make sure cache-draw is always called at end
of a view2d drawing function, to clear cache memory.

On todo for next: a version with a rectf boundary to clip text within.
2009-06-01 16:22:53 +00:00
Ton Roosendaal
dbbe06b690 2.5
Fix for Spin & Screw Mesh edit operators.

- now center and axis are RNA properties for operator
- axis is drawn as Normal button in properties buttons. Fun toy!
2009-06-01 14:08:19 +00:00
Campbell Barton
617b45256a BGE Blendfile path bug (use for loading and saving the GameLogic.globalDict)
the original blendfile path wasn't reset when loading new blendfiles.
blenderplayer was ok, but running the BGE from blender would set the blendfile original path and never reset it on loading other blend files.
2009-06-01 12:36:22 +00:00
Ton Roosendaal
7c4fccd684 2.5
Cleanup commit:

- Yafray removed. Also did cmake/scons files, but didn't compile with it,
  so test would be appreciated :)
- Removed old crap from Windows release dir, should be checked on
  further by windows release builder later.
2009-06-01 12:10:30 +00:00
Brecht Van Lommel
0e02fef8b4 2.5: Added first particle panel, and an RNA property to retrieve
the active particle system.
2009-06-01 11:39:11 +00:00
Ton Roosendaal
41963d9e4e 2.5
Added new widget type in drawing and themes: "Box Backdrop", which is
in use by modifiers. Allows alpha blend, shade, etc. 
It was using the general button theme for standard buttons still, to
indicate this change I made it a bit darker. Matt/Bill are invited to
tweak this default color :)
2009-06-01 11:31:06 +00:00
Benoit Bolsee
358ec00256 BGE bug fix: dynamically added sensor objects didn't have their physic shape synchronized with movement. 2009-06-01 09:44:41 +00:00
Peter Schlaile
d1f7a2ceee == Sequencer ==
This removes the need of using "-g noaudio", if only HD Sound strips
are used. (In opposite to the RAM Sound strips, they don't need an 
initialized Game Sound Engine for obvious reasons...)
2009-06-01 09:24:46 +00:00
Peter Schlaile
332279e12e == Sequencer ==
This fixes:
[#18707] Syncing animation to audio (works fine in 2.45. It does not work properly in 2.48)
2009-06-01 09:01:29 +00:00
Campbell Barton
94af724293 YoFrankie bug [#18857] On start gives ImportError: No module named frankie_scripts
GameEngine sys.path creation was broken because of a pesky slash at the end of each path name.
Win32 sys.paths were also failing when running a game that switched between blend files in different directories

On win32 for some reason making absolute paths from lib->name failed, work around this by using lib->filename.

STR_String.h, cast to float to quiet compiler warnings.
2009-06-01 05:43:58 +00:00
Peter Schlaile
e415fa27b0 == Sequencer ==
This fixes dependency of scrub duration on mixbuffer size.
(start audio with a mixbuffer size of 2048, let it play = initialize,
change mixbuffer to smaller value, you will here 1 second
of audio instead of a scrub)

should hopefully fix
[#18850] 2.49 scrubbing creates an echo
2009-05-31 21:14:25 +00:00
Peter Schlaile
ae565b9bb3 == Sequencer ==
This fixes: IPO pinning on sequencer strips was lost during Undo.
2009-05-31 17:59:57 +00:00
Campbell Barton
8e882d0d61 Bug in KX_GameObject.get() and ListValue.get(), wasn't checking if the CValue derived objects could be converted to a PyObject.
so where foo is an int prop,
 gameOb.get("foo") == 0, would end up returning a CValue int proxy.

This is more a problem for KX_GameObject since ListValues with python access mostly don't contain ints, strings, floats.
This also wont break games from 2.48 since the .get() function wasn't available.
2009-05-31 17:44:38 +00:00
Daniel Genrich
934e3ddf0d Deform modifiers can now use useRenderParams and isFinalCalc in modifier stack as non-deforming and constructing modifiers can already - please check for problems or if i missed something 2009-05-31 17:20:57 +00:00
Robin Allen
c4efd3a1af RNA: Wrapped texture nodes, made a start on compo nodes.
Difficult to test, because outliner no longer shows nodetree? (Just a bullet icon)
2009-05-31 16:45:30 +00:00
Benoit Bolsee
8deca3ecfc BGE: fix refcount bug causing crash with Object texture coordinates. 2009-05-31 14:54:31 +00:00
Ton Roosendaal
acd5281a21 2.5
RNA didn't compile for msvc, variable declaration on wrong place.
2009-05-31 12:47:36 +00:00
Thomas Dinges
3f6d5dd27a 2.5 Constraints:
* Wrapped Action Constraint to Python.

* Some layout tweaks by William Reynish.
* Cleaned up the code a bit.
2009-05-31 11:47:45 +00:00
Ton Roosendaal
011d91624e AO render error, caused by bugfix after RC3 :(
My bug fix to support AO with "Amb" texture channel changed code too that calls
AO as a pre-shade process, when texture isn't calculated yet. This caused very
first pixel in a tile to show wrong AO.

Especially myself deserves a kick in butt for not testing the regression files 
for release binaries again! Error shows clearly... in the cornelius_passes 
.blend file.
2009-05-31 11:22:11 +00:00
Joshua Leung
33267f5858 NLA SoC: Basic selection operators
* Added click-select/left-right select and deselect all/invert all selection operators. For now, these basic operators will suffice (more advanced selection operators will be coded at a later stage).

* Fixed a few bugs in DopeSheet found while coding the relevant tools for NLA. 

* Added custom border-select operator for NLA channels (since the standard one assumes negative direction channel order)

* Added new API-method for NLA strips to check if the strip occurs within a given range, since this test needed to be performed in a few places...

* Tweaked the NLA Editor View2D ranges a bit to give saner default sizing. This still isn't right yet though.
2009-05-31 11:14:50 +00:00
Joshua Leung
c42eeddea4 NLA SoC: Bugfixes + Improvements to 'Push Down' track-selection
* Trying to save no longer crashes in some cases when the NLA Editor was open with some data. The sanity check added in filesel.c might be able to be backported to 2.5? (Elubie, please check)

* NLA-track names now get drawn with the correct colours for identifying themselves as being selected or not selected.

* Now the 'push down' functionality for actions will try to add the new strip to the last NLA track, provided it has space in the range required. 
* When new strips are added, they will only be allowed to extrapolate before/after if they are the first (time-wise) strip for the set of NLA data per AnimData block. This stops layered strips overriding strips that occurred in earlier tracks at earlier times.
2009-05-31 04:52:20 +00:00
Matt Ebb
27fe29b2b7 * started wrapping 3d view space in RNA 2009-05-31 01:22:34 +00:00
Thomas Dinges
a67e7bebb9 2.5 Constraints:
* Wrapped the constraint layout to python and deleted the corresponding C code.
ToDo: 4 constraints are still C code (IK, Script, Action and Rigid Body Joint)

* Some Constraint RNA fixes.
* Wrapped the Shrinkwrap Constraint in RNA.
2009-05-30 23:31:10 +00:00
Joshua Leung
2e85686fe3 NLA SoC: Fixes (UI, evaluation?)
* Fixed some bugs which meant that NLA-strips weren't getting drawn
* Removed some debugging code
* Fixed bug with Action-line disappearing after 'pushing down' actions 
* Fixed bug where Objects with no animation data showed up in NLA 
* Tried fixing a bug where NLA-strips were evaluated erratically. I have a feeling that there are some rounding errors I'll need to pay more attention to somewhere :/
2009-05-30 12:40:07 +00:00
Joshua Leung
aa4d64d7ff NLA SoC: Bugfixes for previous commit
* Compile fix in nla_draw.c 
* Not totally correct yet, but now NLA-tracks get drawn too after action 'push-down'
2009-05-30 11:05:29 +00:00
Joshua Leung
32d0533f78 NLA SoC: More UI work + 'Push down' tool
'UI Work'
* Added more drawing code for drawing NLA data 
* Made the operators for the 'channel-list' of NLA work. A special version of borderselect for the NLA channel-list (due to the different vertical order) still needs to be coded though.

'Push Down' tool
The active action of each AnimData block, represented by the reddy/orange channel, can be added to the NLA stack as a new action by using the 'snow-flake' icon/button (probably need a special icon for this later). This will add a new NLA track and an NLA strip referencing this action. The AnimData block's 'active action' slot will then be left empty.

(Unfortunately, there still seems to be a bug here, which I'll check on later)
2009-05-30 10:41:41 +00:00
Matt Ebb
c41f8ea2ad * fix for resetting window size on builtin b.blend startup.
I think this should work ok for now, but would really appreciate someone who knows the windowmanager code well to take a look at it  :)
2009-05-30 07:26:45 +00:00
Matt Ebb
1422cb6e45 fix for previous commit, reload startup was freezing 2009-05-30 04:24:10 +00:00
Matt Ebb
b36eb7e452 * Updated blender 2.5 default setup
Simplified and started from a clean slate, without much of 
the hidden existing space data that was hanging around 
in the old one.

One issue I found is that saving the startup file from 
Blender 2.5 also saves the window size and location. 
This means the version I just saved would open up 
strangely on other screen sizes/setups. I added code to 
reset this to default when loading it up from the version 
compiled into the Blender binary, but perhaps Ton/
Brecht might want to check the diff.
2009-05-30 04:16:24 +00:00
Joshua Leung
72205f45e4 NLA SoC: Basic Strip drawing
Implemented some basic strip-drawing code with some hardcoded colours. These colours will be made into theme colours at some point, but the aim is to use different colours as indicators of the 'state' of the strip (i.e. active/being tweaked, uses the same action as the strip being tweaked, selected, normal). 

This is not yet usable though...
2009-05-30 00:28:33 +00:00
Ton Roosendaal
b3ce0c6a49 Last pre-2.49 commit part 1: splash c file and release number 2009-05-29 17:51:16 +00:00
Benoit Bolsee
f5b3a00fbb BGE: small performance problem: object set invisible at startup were still put in the DBVT, causing unnecessary culling. 2009-05-29 17:09:20 +00:00
Benoit Bolsee
d5b27fabcc BGE: sensor object will now have Actor filter optional: new button 'Detect Actor' in physics settings indicate if you want the sensor to detect only Actor object or all objects. This way you don't need to set the scenery to Actor to detect ground for example. 2009-05-29 16:55:22 +00:00
Brecht Van Lommel
688b7c73ad RNA:
* Added PROP_ID_REFCOUNT flag to control if refcounting should
  be done on ID pointer properties. All ID pointers are refcounted,
  by default, with the exception of Object, Scene and Text.
* Also made TextureFace image pointer editable, with the special
  refcounting behavior.
2009-05-29 15:12:31 +00:00
Benoit Bolsee
dd9c9efde7 BGE modifier: last minute commit to fix a nasty bug with modifers messing the alpha blend mode of the GE. Note the alpha sorting on modified mesh is not implemented so derived mesh should not have alpha faces (clip will work though). Incidently fixed a performance problem in GLSL where the derived mesh was possibly rendered multiple times. Modifier support is still a bit experimental and should not be used in production game. 2009-05-29 13:37:51 +00:00
Campbell Barton
092b13ef3a the option for saving images as jpeg2000 was missing 2009-05-29 13:33:33 +00:00
Joshua Leung
cee915ab56 NLA SoC: Start of UI Drawing Code for NLA Editor
In this commit, I've only setup the drawing code for the channels list. Only the drawing of the 'active action' dummy-line has been tested so far.
2009-05-29 12:26:47 +00:00
Campbell Barton
6ee8067189 typo in message 2009-05-29 09:27:48 +00:00
Campbell Barton
edcb9f8863 workaround for strange python problem in the BGE and BPy API where printing warnings mistook the blender binary for a script - argv[0], Binary lines were printed into the console sometimes causing console beeps and corrupting future console output.
Internal texts file on disk is not used it seems python warnings dont support this (even though exceptions do).

The most common cause of this is passing a float as an argument to a method that took an int.
get around this by setting __file__ in the namespace to the script name before executing the script, the file lines are not found but at least the output is not weird and confusing.

Added read only 'mode' attribute to the python controller so there is a way to tell if its executing a module or a script. Updated docs to better explain execution methods.
2009-05-29 09:22:24 +00:00
Benoit Bolsee
39177018af Revert commit 20478: instead of changing the default in blender, it's better to change the values for the demos that need it. 2009-05-29 08:55:14 +00:00
Brecht Van Lommel
02e719079f 2.5: fix crash loading saved file with render result, image user
scene wasn't set to NULL on load. Still doesn't seem entirely safe
but prevents crash here.
2009-05-29 00:20:41 +00:00