- Bugfix for running dir() on all BGE python objects. was not getting the immediate methods and attributes for each class.
- Use attributes for KX_Scene (so they are included with dir())
- Override __dict__ attributes for KX_Scene and KX_GameObject so custom properties are included with a dir()
Some more work on UI drawing code, added a generic structure
for how widgets will be defined. It's still a wrapper on top
of old buttons. Docs follow still.
Some visual improvements;
- more button types supported (check render buttons)
- pressed state is shown
- better 'panel' triangle AA, and new divider style
Still a lot of work here. I expect the next days/weeks to
be much more coding too, had to catch up with a lot of other
Blender stuff. There's more (excitement) going on than code. :)
from Alberto Santos (dnakhain)
"This patch adds a few new variables relationated with Particle System children such as children amount, render amount,
child clumping..."
ob.someProp = 10
can now be...
ob["someProp"] = 10
For simple get/set test with an objects 10 properties, this is ~30% faster.
Though I like the attribute access, its slower because it needs to lookup BGE attributes and methods (for parent classes as well as KX_GameObject class).
This could also be an advantage if there are collisions between new attributes added for 2.49 and existing properties a game uses.
Made some other small optimizations,
- Getting and setting property can use const char* as well as STR_String (avoids making new STR_Strings just to do the lookup).
- CValue::SetPropertiesModified() and CValue::SetPropertiesModified(), were looping through all items in the std::map, advancing from the beginning each time.
* Fix sometimes non-working close/open button.
* Fix panels being a bit out of the view on startup.
* Fix too large totrct region for view2d.
* Fix wrong panel order when changing vertical <-> horizontal.
* Fix wrong panel positions after switching contexts.
* Fix an access of freed memory when collapsing panels.
* Free align mode works again.
* Animations work again.
to WM_operator_menu for example, but popping up the redo menu. This is
useful for operators like particles rekey, which makes no sense without
specifying the number of keys.
- Register python panels
- Added a generic class checking function BPY_class_validate() for panels/operators.
- No button drawing yet
Brecht, Added RNA_enum_value_from_id() and RNA_enum_id_from_value() to rna_access.c to do lookups between identifiers and values of EnumPropertyItem's, Not sure if these should go here.
When inserting keyframes in the 3D-View (support will be extended to other editors in due course) using the IKEY hotkey, the menu which appears will now consist of 3 parts:
* 'Active Keying Set' - this option allows you to use the user-defined KeyingSet which is active for the current scene (i.e. the one seen in the TimeLine/Outliner headers)
* User defined Keying Sets - a list of all such available KeyingSets is included, and entries can be chosen from there
* Built-In Keying Sets - see later...
To achieve this, several changes needed to be made first:
* Added support for 'relative' in addition to 'absolute' Keying Sets. Relative Keying Sets are Keying Sets which operate on data from the current context (i.e. a 'location' KeyingSet will add location keyframes for selected objects/bones/nodes as opposed to location keyframes for some particular object). The is a tentative 'templates' requirement system here, which still needs to be fully fleshed out.
* Added support for builtin Keying Sets (i.e. 'Location', 'Rotation', 'Scaling', and 'LocRot' as a few initial demonstrations), which replaces the temporary Insert Keyframe operator for the 3D-View (IKEY). These are effectively relative Keying Set definitions which are included in Blender by default and stored in a list separate from user-defined ones. Volunteer help in defining a few more of these for other editors will be welcome soon.
* Removed/replaced much of the crappy temporary Keyframing operator code, though a few tweaks could still be done.
ffmpeg format switched from RGBA32 to BGR32, it's no longer needed to swap color planes.
NOTE: this commit also attempts to fix the big endian case, but since I don't have a machine to test it, I'd appreciate if someone else would.
Correct joint-guided roll to use the previous bone, not the following (that was silly). Also made first bone use view axis (since it has no previous), this is much nicer that using rotation correction only. Using the joint roll option makes it MUCH more orientation independant.
own fault, broke rev16702.
Curves created by fonts didnt have their radius set. Forgot do do this when making radius calculated with the curve (like tilt)
* Added support for RNA pointer buttons. It's like the existing
ID pointer buttons but with an icon, and autocomplete works.
There's some drawing issues currently but don't want to
interfere with the refactoring here. Also todo is support for
things like vertex groups or bones.
*******
ported some of the scene buttons to the new system
- added RNA_SceneRenderData struct to rna
- added a warning print to uiItemR when it can't find the property
- what is not there is due to relating entry not being in RNA
- anim button does not work
Im commiting this so we have much more wider test area then text and object buttons
EditMesh *EM_GetEditMesh(Mesh *me);
void EM_EndEditMesh(Mesh *me, EditMesh *em);
as discussed on the mailling list, this is to facilitate migration to bmesh.
next step is to merge this this to the bmesh branch. this was done in the 2.5
branch to prevent too great a divergance.
also, made makesdna/makesrna work on cygwin/msvc2008/scons.
since the loop that works around t->data being freed can sometimes shuffle strips that are not being transformed (eg, when extending or with locked strips)
* Changed BPy_CurvePoint_from_CurvePoint( CurvePoint& cp ) to
BPy_CurvePoint_from_CurvePoint_ptr( CurvePoint *cp ) so that it
retains a CurvePoint pointer instead of a CurvePoint instance.
* Added a PanelType and HeaderType for registering panels
and headers in regions. When the region draws, it will
then automatically draw the ones that were registerd with
poll and draw callbacks.
Used for text header, properties and object buttons now.