Commit Graph

16327 Commits

Author SHA1 Message Date
Martin Poirier
892a667959 Limit cascading rotations (rotation on each child of a chain) to Individual Center mode, as I thought I had done at first. :| 2009-03-01 15:03:45 +00:00
Joshua Leung
6888f540e8 Graph Editor: Baking (Alt-C) operator now works as expected
In the process, added some really basic drawing code for curves containing such data. Note: the endpoints don't draw right yet though.
2009-03-01 11:47:29 +00:00
Joshua Leung
d9c9108a6e Graph Editor: Added operator to 'bake' keyframe-based F-Curves to be composed of samples.
This operator can be activated using the 'Alt-C' hotkey for now, and operates on selected + editable F-Curves. This is currently still highly experimental, and does crash

I've implemented this as a way to test out the FPoints/samples code, which will be used to provide better support of the dense F-Curves which result from importing Mocap/BVH data. These should use considerably less memory + have a few additional benefits over keyframes when they're working in a stable fashion.
2009-03-01 11:27:31 +00:00
Joshua Leung
db472a3d14 View2D: Removed the hacks from commit 19005 as they weren't actually needed. The keymap currently contains some special method for coping with this. 2009-03-01 06:22:03 +00:00
Joshua Leung
7f8b81c5d4 2.5 - Animation related tweaks
* Scrollers for zoomable views are now always shown again. The previous method was quite bad for these, as there would be flickering as the view was zoomed + panned. Also, the old method was not suggestive of the drag-zoom features on the scrollers, which was provided by the shaded bars. (Non-zoomable views will still only show scrollers where appropriate).

* Insert-Key in 3d-view (i.e. the 'temp' operator which still needs to be ported to use builtin relative keyingsets) had a bug where the wrong keyframe were being inserted (rotation in instead of location, scaling instead of rotation) for bones.
2009-03-01 05:45:44 +00:00
Joshua Leung
31750bf1de 2.5 - Text Editor bugfix
KM_TEXTINPUT event matching was not correctly working for standard number keys (and chars such as @ # $ % ^ & etc.), which were being ignored. 

Ton - you might like to check this commit. It works fine here now, but it might not be the intended way.
2009-03-01 01:50:21 +00:00
Brecht Van Lommel
6cc89b9d4e 2.5: Text Editor back.
There was very little structure in this code, using many globals
and duplicated code. Now it should be better structured. Most
things should work, the main parts that are not back yet are the
python plugins and markers. Notes:

* Blenfont is used for drawing the text, nicely anti-aliased.
* A monospace truetype font was added, since that is needed for
  the text editor. It's Bitstream Vera Sans Mono. This is the
  default gnome terminal font, but it doesn't fit entirely well
  with the other font I think, can be changed easily of course.

* Clipboard copy/cut/paste now always uses the system clipboard,
  the code for the own cut buffer was removed.
* The interface buttons should support copy/cut/paste again now
  as well.
* WM_clipboard_text_get/WM_clipboard_text_set were added to the
  windowmanager code.

* Find panel is now a kind of second header, instead of a panel.
  This needs especially a way to start editing the text field
  immediately on open still.

* Operators are independent of the actual space when possible,
  was a bit of puzzling but got it solved nice with notifiers,
  and some lazy init for syntax highlight in the drawing code.
* RNA was created for the text editor space and used for buttons.

* Operators:
    * New, Open, Reload, Save, Save As, Make Internal
    * Run Script, Refresh Pyconstraints
    * Copy, Cut, Paste
    * Convert Whitespace, Uncomment, Comment, Indent, Unindent
    * Line Break, Insert
    * Next Marker, Previous Marker, Clear All Markers, Mark All
    * Select Line, Select All
    * Jump, Move, Move Select, Delete, Toggle Overwrite
	* Scroll, Scroll Bar, Set Cursor, Line Number
    * Find and Replace, Find, Replace, Find Set Selected,
	  Replace Set Selected
    * To 3D Object
    * Resolve Conflict
2009-02-28 23:33:35 +00:00
Benoit Bolsee
d4adc43fc1 BGE patch #18309 commited: Add an addObject() method to KX_Scene. 2009-02-28 22:25:23 +00:00
Benoit Bolsee
56977d62d4 BGE patch #18181 commited: Fixing some blenderplayer arguments (-c, -w, -f). 2009-02-28 21:44:24 +00:00
Benoit Bolsee
6c409ed541 BGE API cleanup: apply patch from Moguri: Near, Radar, Touch sensor updated. 2009-02-28 21:00:27 +00:00
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
Campbell Barton
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
Joshua Leung
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
Joshua Leung
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
Campbell Barton
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
Joilnen Leite
badbba7266 Making y2 for File the same that Add Timeline etc 2009-02-28 07:45:16 +00:00
Campbell Barton
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
Campbell Barton
71cedc8c1b Running the OBJECT_OT_mesh_add operator outside the 3d view would crash. 2009-02-27 21:27:03 +00:00
Diego Borghetti
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
Campbell Barton
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
Campbell Barton
4d92526401 build blenderplayer without opennl and decimation 2009-02-26 12:43:24 +00:00
Campbell Barton
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
Campbell Barton
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
Campbell Barton
936a6eeda8 small errors in touch sensor and gameObject 2009-02-26 05:17:54 +00:00
Campbell Barton
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
Matt Ebb
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
Martin Poirier
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
Brecht Van Lommel
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
Campbell Barton
97e70ef3c4 forgot this file- remove Sumo from the menu if its disabled. 2009-02-25 17:20:41 +00:00
Campbell Barton
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
Ton Roosendaal
c3078c94fb 2.5
SHIFT+A add armature didn't add a bone yet. :)
2009-02-25 14:50:40 +00:00
Ton Roosendaal
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
Campbell Barton
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
Joshua Leung
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
Joshua Leung
e6b05abd00 Outliner/Datablocks view: IKEY/Alt-IKEY Hotkeys work for Inserting/Deleting keyframes via KeyingSets 2009-02-25 10:55:03 +00:00
Joshua Leung
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
Ton Roosendaal
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
Ton Roosendaal
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
Campbell Barton
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
Campbell Barton
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
Martin Poirier
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
Campbell Barton
56e9c87309 building the game engine without SDL works again 2009-02-24 17:34:41 +00:00
Kent Mein
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
Campbell Barton
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
Joshua Leung
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
Joshua Leung
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
Campbell Barton
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
Campbell Barton
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
Campbell Barton
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