More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
Clamp objects min/max velocity.
Accessed with bullet physics from the advanced button with dynamic and rigid body objects.
- useful for preventing unstable physics in cases where objects move too fast.
- can add linear velocity with the motion actuator to give smooth motion transitions, without moving too fast.
- minimum velocity means objects don't stop moving.
- python scripts can adjust these values speedup or throttle velocity in the existing direction.
Also made copy properties from an object with no properties work (in case you want to clear all props)
This new modifier clamps the values of the F-Curve to lie within specified bounds, much like Limit Location/Rotation/Scale constraints do. You can limit by time range(s) and/or value range(s).
[#17678] "Mouse over" sensor broken when using viewports
Loop over all the scenes camera viewports and check the mouse is inside the viewport before casting a ray.
Added occlusion culling capability in the BGE.
More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement
MSVC, scons, cmake, Makefile updated.
Other minor performance improvements:
- The rasterizer was computing the openGL model matrix of the objects too many times
- DBVT view frustrum culling was not properly culling behind the near plane:
Large objects behind the camera were sent to the GPU
- Remove all references to mesh split/join feature as it is not yet functional
Code revamp: moved the animation colors for widget to own struct, was
polluting the per-widget theme colors too much. Still WIP here... it
will go to Theme struct once I've removed all old colors.
* Copying objects with animation data now works correctly. Previously, actions were not getting copied correctly, leading to loss of data in some cases.
* Action and Graph editors now display the name of the Action concerned (for 'Action' folder channels), making it easier to tell which AnimData blocks are sharing the same actions
* Added some code to make relative KeyingSets (converted from absolute ones) work better.
Erwin, r16812 "Add Fh/Rot Fh to Bullet" - added this function
ClosestRayResultCallbackNotMe(rayFromWorld,rayToWorld,body,parentBody)
...but parentBody was being ignored and the m_parent value wasn't being initialized.
Run memset() on CcdConstructionInfo which had some unset members for CreateSphereController() and CreateConeController().
from Alberto Santos (dnakhain)
----
This patch complete previous one that I submit with new variables relationated with Particle System children (With variables related to Rough, Kink and Branch).
Support for assigning any Type to a KX_GameObject
so you can do...
gameOb.follow = otherGameOb
gameOb[otherGameOb] = distanceTo
gameOb["path"] = [(x,y,x), (x,y,x)]
del gameOb[mesh]
* types that cannot be converted into CValue types are written into the KX_GameObject dict
* the KX_GameObject dict is only initialized when needed
* Python properties in this dict cannot be accessed by logic bricks
* dir(ob) and ob.getPropertyNames() return items from both CValue and Py dictionary properties.
Also found that CType was converting python lists to CType Lists but very buggy, would crash after printing the list most times.
Use python lists instead since logic bricks dont deal with lists.
Various ui fixes:
- panel drawing now correctly follows scaled view
- made imagewindow buttons using TH_PANEL color back (was too dark)
- click on open/close panel was wrong
- menu items disabling now draws correct
- curve/hsv widgets didn't draw on right locations
- numsliders have nicer interior slider decoration
- new type TOGBUT to enforce old style toggle button (not new type
'option button' with checkmark
- (temp) disabled live updating while using Curve widget, was
too slow to be fun. Needs general solution :)
* Fixed bug with curves sometimes not being displayed. Will investigate further tomorrow.
* Copy/Paste buttons in header now work. I've ported these over to use operator buttons
* Ctrl-Alt-Shift-RMB now selects all the keyframes in multiple F-Curves at once
added defines PY_SET_ATTR_FAIL, PY_SET_ATTR_MISSING and PY_SET_ATTR_SUCCESS
This is useful when objects that have user defined attributes (GameObject and Scene)
When calling setattr on the parent, a return value of PY_SET_ATTR_FAIL means the attribute exists but failed to be set, so don't set the custom attribute.
* Column select (ALT-RMB) works again, and in conjunction with 'extend' (i.e. SHIFT) to add to selection instead of just replacing
* Select all keyframes in curve (CTRL-ALT-RMB) now works
* Cleaned up the code for selecting keyframes
* Click-column-select (Alt-RMB) now works
* Also, moved a function used in both Action/DopeSheet and Graph editors to the Animation module
There were also some problems with int to python conversion
- assigning a PyLong to a KX_GameObject from python would raise an error
- PyLong were coerced into floats when used with internal CValue arithmetic
Changes...
- PyLong is converted into CIntValue for coercing and assigning from python
- CValue's generic GetNumber() function returns a double rather then a float.
- Print an error when a PyType cant be coerced into a CValue
Tested with python, expressions and property sensor.
- setting the scene attributes would always add to the scenes custom dictionary.
- new CListValue method from_id(id)
so you can store a Game Objects id and use it to get the game object back.
ob_id = id(gameOb)
...
gameOb = scene.objects.from_id(ob_id)
This is useful because names are not always unique.
The bug was todo with bpy.data and bpy.types becoming invalid, temporary fix is to re-assign them to the bpy module before running python operators or panels.
will look into a nicer way to get this working.
API, added support for return values for RNA_function_call_direct and completed the code. Didn't test it though.
Returns works exact the same way as other parameters for format strings except you put a R in front of it. For instance for a function that accepts two vectors and returns a vector you use a format like "f[4]f[4]Rf[4]".
I'm thinking about allowing arbitrary white space in the format string (or use comas as separators) to make it more readable.
The return format *must* always come last and of course the corresponding argument you pass to the function has to be a pointer so that it can be filled with the return value.
Committing quick RNA function calling RNA_function_call_direct* functions set à la fprintf.
It works like this (with ptr being an RNA pointer to some ID):
RNA_function_call_direct_lookup(ptr, "rename", "s", "MyCamera");
the format specifier would not be strictly needed but I prefer to keep this as it gives nice error handling in case some RNA function changes.
Format strings are very easy and similar to python ones:
"b" for booleans
"i" for integers
"f" for floats
"s" for strings
"e" for enums (using int values)
"O" for pointers (using O as in py, we can change to P)
"N" special NULL parameter, valid to skip optional parameters
For bools, ints and floats you can use a special format specifier with [n] where n is the size of an array of that type. For instance "f[4]" to set a location/vector (it expects a pointer to float* holding the array).
Return values still have to be implemented.
Also I know the name is a bit long maybe we can cut it up at RNA_call_direct or simply RNA_call.