This should make animations in sequencer work again at most
places.
It removes facf0 and facf1 and replaces them by
* effect_fader (the fader position for transition effects
limited 0-1 value range)
* speed_fader (full range fader for speed effect)
Also: default transitions should work again.
Still not working: non-IPO-locked curves. (Don't really know,
if we can / want to bring them back in new animation system.)
patch from Mitchell Stokes (moguri)
simple use case
scene.post_draw = [pyOpenGLFunc]
this only needs to be set once, then the funcion runs each redraw.
note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data.
made some changes to this patch.
- assigning a list didnt decrement the existing list.
- initialize as NULL rather then a blank list
- dont use string comparisons for the callbacks, pass the python list to use instead.
- dont check the list items are callable. python will display an error if they are not.
- use python list macros that dont do any type checking sine blender does this when assigning the list
---- from tracker, edited since an updated patch changes some things.
Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch
works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw
and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE).
Each can take a list of functions. Here is an example that draws a blue semi-transparent
Rather than applying the modifier to the object data, it will create a new shape
with the deformed vertices in there. Only mesh at the moment, other object
types on the todo.
* Added GLEW_STATIC where necessary to make Blender compile again
* First attempt at compiling blenderplayer again - compiles, but doesn't link yet
* removed deprecated SND_ functions from blenderplayer
Parenting an object to some deformer (i.e. Armature, Curve, Lattice) now adds a new modifier if the object is deformable.
The advantages of this over setting PAR_SKEL mode are:
- instead of a hidden 'virtual' modifier, the user has direct feedback about what sort of modifier is being applied to deform
- most of the time in 2.4, whenever a virtual modifier was added, users would inevitably end up clicking "Make Real" on it
Of course, it's still possible to get 'virtual' modifiers by setting the parent type using the menu-property, but this just makes general setup easier.
Now shares the same operators as the modifier buttons, works context-sensitive, and uses Python menu too.
* Cleanups/tweaks in 3D View vertex group menu
* Added missing menus, 'Transform' and 'Mirror'
- mirror menu seems to be resulting in some memory leaks with RNA_enum_items_add len: 160 038832F8
* Apply Rotation operator for Objects now takes into account the different rotation modes
How it works now:
whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts)
How it was before:
It was a mess :)
We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators).
Justification for the change:
Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that.
Remaining issues:
1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming)
2) I didn't see the code of dynamic mesh. It may need to be edited as well.
sb->lcom : Center Of Mass .. might be used to create loc IPO
sb_>lrot : is a matrix[3] esitmates the roatation in world coordinates .. might be used to create rot IPO
sb_>lscale : is a matrix[3] esitmates the scaling in world coordinates .. might be used to create scale IPO
(no python for that yet .. but may be matt has mercy on me )
can be cropped direclty in soft body module by function
static void SB_estimate_transform(Object *ob,float lloc[3],float lrot[3][3],float lscale[3][3])
The targets lloc,lrot,lscale should work to be NULL, just in case you don't need it.
However i'd prefer if they were accessed via properties
which should be calculated automagically if
sb->solverflags & SBSO_ESTIMATEIPO
is set, like they do in draw_sb_motion(..) in drawobject.c
added static void draw_sb_motion(Scene *scene, Object *ob) to drawobject.c
for debuggering (had a hard time with destructive matrix operations )
if it causes any trouble with your build on any OS make sure to comment that away.
softbody.c and DNA should compile fine in any case.
GLEW update to version 1.5.1 [11-03-08]
this opens room for Geometry Shader support.
* - Brecht, Campbell told me you did some local changes in order to make it right in Linux. I get to you in order to know what those changes are (or feel free to commit them directly)
Macros now return finished if at least one operator in the macro finished properly. This is done to correctly insert an undo point.
This means that all the macros that combine with transform (extrude, loopcut, rip, duplicate) will correctly insert an undo step when transform is cancelled.
- the clipping test function was using the rv3d->viewmatob where it needed to use the object matrix.
- added a local clipping member to rv3d, the clipping planes in object-space, avoids many matrix multiplications when testing verts or clipping pixels when projection painting.
when changing curve twist I assumed 2D curves would not need dir or quat values set, however these are used when getting a path from a curve.
also added interp_v3_v3v3v3v3
- removing duplicate chunks of code -> hide unused sockets now works
- moving some functions to the files that they get called from -> view all/home
- made duplicate a macro operator like the other places that work like this, eliminating the unnecessary transform-related property there still
- removed a few chunks of unused code
- A single undo removes all 4 inserted spaces at once.
- Indent and unindent now use spaces.
The number of spaces is still hardcoded as 4. PS: Campbell sharing a couple of the minor todo's with me, thanks :).
* Restored WKEY Specials Menu. Had a few problems initially with the name of the menu being 1 character too long; this needs more comprehensive API warnings
* Made Extrude Forked work again as a macro operator. Added another extrude macro for this, but ideally would have worked with a single macro + setting properties for that macro (can't do so due to bug 19733)
- added "QuicktimeCodecSettings" struct in DNA
- old "QuicktimeCodecData" opaque struct is nowdeprecated (read only use when QuicktimeCodecSettings is not set)
- fixed small bug when importing deep color movies
Note that you may need Final Cut Pro installed to be able to use the DVCPRO HD codecs
* Restored Mute and Hide Operators, M and H keys respectively
* Restored Make Links Operator (F). However, I can't figure out how to set the sockets so that this can be used
* Made Alt-RMB the new hotkey for breaking links by dragging, since Alt-LMB was taken for panning already
* Fixed a nasty bug which meant that it was impossible to set an active node. Was caused by ntreeCopyTree() getting called when compo updates were done and clearing the active flags. The active flag clearing is only really needed for the "internal_select" case which is only used for duplicating selected nodes (from Shift-D duplicate).
* Recoded click-selection code. Was a mess of old code, bad exceptions from the old code half ported, duplicate operators, unnecessary flags/modes.
* Fixed bug #19927: compositing node groups can't be access via "tab" or ungrouped via "alt+g". Was probably related to the active group not being able to be set.
* Made resizing nodes work again. Again, this was due to the active node bug.
* Made adding a new group with Ctrl-G correctly update the views
* Added tablet pressure support (size/strength) for weight paint and vertex paint
* Added tablet eraser support for weight paint and vertex paint (inverts the effect of the current tool)
* Removed the old 'soft' option, now weight paint and vertex paint use the influence curve
* Made the default brush use a smooth influence curve, rather than sharp
* Added Ctrl-G hotkey back for displaying a menu showing the available Vertex Group operators
* Added descriptions for a few Vertex Group operators. The difference between "normalize" and "clean" isn't that obvious from just reading the code, so perhaps some attention to this is needed.
This may result in cursor being grabbed twice (though we don't have any macro that can do this at the moment). If this is a problem, a check can be added.
- property editor can now set button min/max values and edit the tooltip
- custom props tooltips were not displayed
- cleanup the property UI
- remove hacks that were used for editing (edit is now a popup operator)
- object.children was broken
however this meant the invoke function could not modify properties for exec to use (unless it called exec directly after)
since the popup for eg would re-instance the python class each time.
now use the operator properties directly through rna without an automatic copy.
now an operator attribute is accessed like this...
self.path --> self.properties.path
- CMake on unix default OpenMP to enabled.
- Scons on linux default OpenMP to enabled.
- copying python is slow, for scons only copy if the directory has not been created.
To insert keys, use I key while hovering over the button for now, rmb clicking on the property to insert a key doesn't work (general bug for all regions except property editor - will investigate).
Doesn't convert over from old fac0 ipos on opening old files though for the time being.
* Made sequence strip names unique while I was at it, to allow strip properties to be animated properly.
only implimented min/max precision & step.
at the moment there is no way to edit these other then via python
example of setting UI limits...
>>> C.object['foo'] = 0.5
>>> C.object['_RNA_UI'] = {'foo': {'step': 0.5, 'soft_max': 10.0, 'soft_min': 0.0, 'precision': 2, 'description': 'Some setting'}}
Also fixed typo's: precission -> precision
Fixes an issue with the clipping that was set back to 0.01 Made it 0.1 once again as this fixes Z buffer issues.
Put the Item panel at the top in the n-key region
Removed Properties and Quad View Screens
Cleaned up UV Editing Screen, removing Properties
Removed the pop up of the codec settings dialog box that was causing the crash, as it was called from the render thread (and not the main one).
So qt export settings are now blocked on default settings:
codec=jpeg, quality=max, bitrate=5MBps
Complete fix will be done by replacing this dialog box by "encoding" settings in the render panel.
Following the quicktime import port, here is the movie export feature.
The codec selection remains to be implemented in the ui (render panel).
So the settings are now blocked on codec=jpeg, quality=max.
* structural can be set to 0
* pre-roll now available through GUI and works like following:
a) Pre rolled frames are NOT cached
b) reset cache + cloth on pre roll setting change