* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
* 2 new enums event_value_items and event_type_items in RNA_enum_types.h
* WM_key_event_string now uses an RNA enum lookup rather then its own switch statement.
* moved wmEvent from WM_types.h into DNA_windowmanager_types.h
* added RNA_enum_identifier and RNA_enum_name to get strings from an enum value.
* Allows moving, rotating & scaling of particle simulations.
* Setting in particle render options.
* Changes viewed & rendered particles from global space to parent space.
* Doesn't effect simulations at all.
* Particles support larger than 1 frame changes, bigger frame changes can result in inaccurate results, but it's super fast and you get a nice feeling of how the particles behave!
* "Cache to current frame" button calculates the exact result of particles at current frame.
* Current state of cache can be protected by making it a bake.
* Cache is now in memory by default, disk cache is an option.
* Only "viewport %" number of particles are calculated and cached in viewport, baking and rendering calculate all particles.
* Info on cached frames and memory usage given in ui.
* Support for exact "autocaching" of changes and large frame changes(disabled for now until exact place in event system is decided)
* "Continue physics" is probably deprecated after this and should be removed once sb & cloth use the new cache code.
Todo:
* Make softbody & cloth use the new cache things.
Other changes:
* Some cleanup of particle buttons.
* Python apis iterator didnt work, for example [f for f in mesh.faces] # failed.
* Python apis collection.items(), collections without names now return (index,value) pairs, better then returning nothing.
* bpy.ui and bpy.props modules were incorrectly named
* Mesh vertex colors red/blue needed to be swapped on getting/setting.
* Mesh vertex colors were not clamped.
Updated Mathutils.Vector/Euler/Quaternion/Matrix so these are types rather then module methods, each type now has a tp_new function, matching python builtins float/int/str.
Also cleaned up float conversion and arg passing.
Changed buttons_objects.py...
if ob in groups.objects: # no longer works
if ob.name in groups.objects: # is the new syntax
...its more dict like and a lot faster (avoids python iterating over each item and comparing each, use a single rna lookup instead).
* Fix issue with panel header line not always being hidden
for the first panel.
* Fix graying out of aligned buttons being off by one pixel,
did not find a nice solution for it though, so just added
-1/+1 in the code.
* Optimized RNA property lookups and path resolving, still can be
much better, but now the 1000 IPO example on bf-taskforce25
runs at reasonable speed.
* Also an optimization in the depsgraph when dealing with many
objects, this was actually also a bottleneck here.
Made some improvements to how brush strength works.
* For the draw and inflate brushes, the brush's 3D radius is used to set the "goal" distance, towards which vertices move. A strength setting of 1.0 will move verts there immediately (with the usual exceptions of tablet pressure, texture/curve input, etc.)
* Also changed strength calculation to use the square of the strength slider, so that you don't have to be as finicky setting a low brush strength.
* For smooth brush, added an extra loop through the verts. So, a bit slower, but now verts take into account more than the immediate vertex ring.
TODO:
Still some magic numbers:
* Pinch limits the effect to moving vertices half of the way towards brush center. I see no use for a 100% pinch (it pretty much destroys the mesh.) Even half may be too high a limit, but this is hard to place an exact number on.
* Smooth has two magic numbers, the strength fudge factor and the number of smooth repetitions (currently 2.)
* The way the layer brush works is left unchanged for now.
Merging changes made by Arystanbek in the soc-2009-kazanbas branch,
plus some things modified and added by me.
* Operator exec is called execute in python now, due to conflicts
with python exec keyword.
* Operator invoke/execute now get context argument.
* Fix crash executing operators due to bpy_import_main_set not being
set with Main pointer.
* The bpy.props module now has the FloatProperty/IntProperty/
StringProperty/BoolProperty functions to define RNA properties for
operators.
* Operators now have an __operator__ property to get the actual RNA
operator pointers, this is only temporary though.
* bpy.ops.add now allows the operator to be already registered, it
will simply overwrite the existing one.
* Both the ui and io directories are now scanned and run on startup.
Merging changes made by Arystanbek in the soc-2009-kazanbas branch,
plus some things modified and added by me.
* The API files now all in the makesrna module, convention is to
call them e.g. rna_mesh_api.c for rna_mesh.c. Note for visual
studio build maintainers, the rna_*_api.c files are compiled as
part of "makesrna", but do not have rna_*_gen.c generated as part
of the library. SCons/cmake/make were updated.
* Added function flags FUNC_USE_CONTEXT and FUNC_USE_REPORTS, to
allow RNA functions to get context and error reporting parameters
optionally. Renamed FUNC_TYPESTATIC to FUNC_NO_SELF.
* RNA collections now have a pointer to add/remove FunctionRNA's, this
isn't actually used anywhere yet, purpose is to make an alias
main.meshes.add() for main.add_mesh() in python.
* Fixes to make autogenerating property set/get for multidimensional
arrays work, though a 4x4 matrix will be exposed as a length 16
one dimensional RNA array.
* Functions and properties added:
* Main.add_mesh()
* Main.remove_mesh()
* Object.matrix
* Object.create_render_mesh()
* WindowManager.add_fileselect()
* Update cmake and makefiles to link python generic.
* Fix game engine building for cmake and makefiles.
* Fix compile error with py 3.x, due to 2.x compat fix.
* Fix context.cloth, was not being set correct.
* Fix errors with context pinning, scripts should
not assume context.object to be there.
* Always show preview even if e.g. the material is not
set, to keep ID buttons from jumping while you're
using them.
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3
python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
Logic editing back!
Test screenie:
http://download.blender.org/institute/rt9.jpg
I gave the buttons a bit more width, added nicer linkline draw.
Not working yet:
- theme colors for sensor/actuator types (was old button colors)
- moving sensors up/down (used bad pupmenu... better is icons like
used for modifiers)
- Linkline mouse-over select. Currently deleting a link goes by
drawing the same line again.
Needs to be fully tested for functionality too, leave that to the GE
department. :)
I noted there's bad button hacking with reading button values,
like check_state_mask(). uiBut structure was not meant to be exported
outside of interface module.
Note that the animation conversion from existing 2.4x blend files doesnt yet set the Action pointer in the actuator so the only way to test is to use the python api to set the new converted action active on the actuator because there is no user interface.
* extract_pose_from_pose only checked one of the list items for NULL when looping over them yet its possible they are different sizes.
* game_free_pose needed to be used rather then MEM_freeN, channels would never be freed leaking memory.
* setChannel() would make a new pose that wasnt aligned with the existing pose, the lists are assumed aligned so when extracting the channels its unlikely this was ever useful.
* Added getChannel() - returns pose loc/size/quat
* Added option args for setChannel(channel, matrix) or setChannel(channel, loc, size, quat)
Added SpaceLogic, to restore the old logic buttons into.
In future it can be used for a more advanced logic editor, with
states, behaviour, whatever. We'll see!
This commit only adds the backend for new space. Committed this
now as reference for when we need another space type. It's still
not well plugin-able (dynamic space types), but my idea is to just
have a new SpacePlugIn for this, with a neat small API to define
all relevant callbacks.
Also note the icon for the spacetype is wrong still.
* Removed modules Expression and CValue, neither were ever available.
* Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced).
* resetting the original blend file path didint work (own fault == -> =)
* Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules,
Looks like they want us to use init-tab array, but this doesn't suit us since
it needs to be setup before python is initialized.
* Documented GameLogic.globalDict
Revert revision #20879:
Enable non reordering menus option, it was disabled without explanation (?).
This changed the order of all header menus with the header at the bottom,
this doesn't seem acceptable to me. Additionaly, it doesn't make sense to
me that this would be the same option as the toolbox shape, they should be
separate options.
Here's the rationale from 2005 by Ton:
I didn't add the commenting out of correcting pulldown menu order, which
is based on location of the originating button in the UI. This uncommenting
didn't solve anything, since button definitions itself can be flipped too.
(Example: the data brose menus in top bar need to be corrected).
I can imagine the order flipping is sometimes annoying, but it still has
reasons to be there;
- the most important / most used items are always closest to the mouse.
(like opening properties panel, or "Add new" for material.
- it follows muscle memory and 'locus of attention' (mouse position).
- menus are configured to open to the top for bottom headers, and to the
bottom for top headers. We can expect the UI is configured consistantly
for headers, so in general the menus will appear consistant as well.
Where menu flipping fails is especially for alphabetic listings, like in
the menu button of fileselect. However, that one should be configured to
open by default to the bottom, so ordering is consistant as well.