The library can load any font supported by the Freetype2 library or
used the internal bitmap font.
With both types it's possible draw the text as texture or bitmap,
and using texture it's possible rotate, scale and clipping text.
Still have things to fix/add, but I think it's ready to move-on
and start droping the old api, most of (if it's not all) the
editors/interface/text.c will be remove, but some things still
has to be define, like:
* Where is store the fonts ? (default font, panel font, filesel font, etc)
I mean, every space have own fonts ? or we keep it on the context ?
It's not a really problem from the blenfont side, because every font
have reference number, so it's load only the first time.
* What we do about gettext ?
Keep the old system that call gettext inside the blenfont or replace
it for _() in the Blender source ?
Also things like pupmen has to be take care, if we want translate the menu.
Ok, time to sleep, back tomorrow to start moving the things :)
- Raised limit of 2 axis to 4 axis pairs (4==8 joysticks axis pairs)
- Added a new Joystick Sensor type "Single Axis", so you can detect horizontal or vertical movement, rather then just Up/Down/Left/Right
- added Python attribute "axisSingle" so you can get the value from the selected axis (rather then getting it out of the axis list)
- renamed Py attribute "axisPosition" to "axisValues" (was never in a release)
If we need to increase the axis limit again just change JOYAXIS_MAX and the button limits.
* Insert Keyframe operator (IKEY) works in Pose Mode for bones again
* 'Parent type' is now correctly wrapped in RNA. Previously, it had been wrapped as a bitfield, while it was in fact a plain enum. I found out when trying to manually fix some bugs in the Set Parent operator...
- Explode didn't use the dmcache index for getting the particles emitter position.
- One "tri or quad"-comparison tested the wrong index. Leading to one quad converting into a tri.
which can be defined to call C functions with defined parameters.
* Parameters are RNA properties, with the same types.
* Parameters are stored in a ParameterList, which is like a small
stack with the values. This is then used to call the C function.
* Includes Python integration.
* Only one test function is part of this commit, ID.rename.
* Integration with the editors/ module is not included in this
commit, there's some issues to be worked out for that still.
If the density texture was taken into account with hair parent particles there were cases when there weren't any parents left to interpolate children from. Now a density texture is only taken into account for hair child particles.
When using 'angle' display for camera, the 'lens' ipo didn't update this
button. Implementation still lacks a bit... having both variables in the
camera struct is asking for troubles. Put on the re-think list for 2.5!
- added a module for the BGE - GameTypes, only contains types.
- added KX_PYATTRIBUTE_DUMMY attributes for KX_Light, KX_PolyProxy, KX_VertexProxy, so all types should give correct results from a dir().
- added a script to check for missing methods in the epydocs - bge_api_validate_py.txt
Now it is possible to add more keyframes to the 'active' F-Curve by simply Ctrl-LMB clicking in the graph space.
NOTE: more advanced polling callbacks are needed in the Graph Editor...
Mipmap creation for render crashed, in this case:
- use Curves tool on an Image, which is UV mapped on object
- Save the image to disk, under new name
- Render (F12)
This fix is only for the crash, there's something not well coded
for Curves tool, how it manages float buffers. That's for 2.5.
-Virtual parents were not randomly selected due to optimization in child particle distribution code.
-Wave-kink had a wrong matrix multiplication.
-Amount of virtual parents wasn't scaled properly to the amount of children rendered.
-Calculating virtual parents is now thread safe.
Previously this only worked with the Blender API.
- bpy_internal_import small C file that Blender scripting and the game engine use.
- Tested with blender, blenderplayer, loading files
- Needed to use a hack to override the Main struct since the game engine doesn't set G.main
- when the sandbox is set, only internal scripts can be imported.
- action attribute wasnt checking for NULL (own fault)
- KX_Scene getCamera wasnt checking for NULL
- CListValue had asserts for not yet implimented functionality, this would close blender. Better to print an error if the user manages to run this functions (I managed to by CListValue.count([1,2,3]))
KX_PolygonMaterial and KX_BlenderMaterial - Added a print function (would raise a python error on printing)
* Crashes *
KX_GameObject SetParent - Disallowed setting a parent to its self, caused a recursion crash.
KX_MeshProxy "materials" attribute was segfaulting because of my recent change - I was wrong, you do need to check material types (no idea why since they are both PyObject * at the base)
KX_VisibilityActuator - Wasn't initialized with PyType_Ready() making it crash on access (own fault)
* Crashes because of missing NULL checks *
KX_PolygonMaterial's "gl_texture" attribute wasnt checking for a valid m_tface
KX_GameObject - added checks for GetPhysicsController()
KX_RayCast::RayTest - didnt check for a valid physics_environment
KX_SceneActuator's getCamera python function wasnt checking if there was a camera.
RNA-Paths + Array Indices for Keying Sets, F-Curves, and Drivers are now editable. We could disable these later if need be, it is useful to be able to edit these (especially for debugging purposes now).
- changed epy_docgen.sh so inherited attributes & methods are included inline for each type, removed source option since its not useful and makes the download bigger.
- made camera use PyAttributeDef's
- removed unneeded duplicate matrix type checks
- fixed own bug (added since 2.48a) that broke a converting 4x4 matrix to a PyObject
- I key over a button inserts a keyframe.
- Alt+I removes a keyframe.
- With right mouse button a menu with these options pops up.
- Buttons are colored green if the property is animated, yellow
if it is on a keyframe. I followed the colors from the UI
mockups, but the flicker on keyframes seems too distracting in
practice?
- This only works for properties on the ID itself at the moment,
path callbacks need to be filled in for all structs but mesh
still.
- It doesn't work when you're over a related label, that needs to
be made to work.
- I made it insert keyframes outside of any keyingset. Not sure
how this is supposed to integrate?
Next part of UI drawing migration coding.
Now all calls go via the new wrapper; apart from some special types
(Colorband, HSV picking, Curve, Normal) they draw OK.
Also added new menu system, nicer shadow, and using same AA code.
Used dark theme suggestion from William btw. Don't get afraid, it'll all
be tweakable. :)
Next steps:
- move over all special button types
- make external calls for AA draw (nodes for example)
- remove old draw code
- make new colors save in theme
I also have to check on how to treat icons in buttons; this is a bit
cumbersome in cases.
Then the layout system comes back on agenda, will go over this with
Brecht tomorrow.
So; all WIP, be patient!