if 0'd the exec() workaround for running python scripts incase windows devs want to test.
theeth said the problem is when you compile a debug blender against a non debug python (or the ther way I assume), you can get a FILE struct mismatch.
A quick way to test this on windows is to run this from the command line.
blender -P somescript.py
Somescript.py can be anything
* operator for create new directory activated (IKEY)
* operator for rename (works on files and directories so far) (CTRL+LMB)
Note: fail to rename is rather quiet, no message popup, just doesn't rename if it can't.
So far checked that (On Windows Vista) rename fails on system directories, which I think acceptable.
Note: I removed the code that (silently) deletes file if I rename file to an existing one. Considered harmful :)
- running a script from a file now uses the PyRun_File(FILE *, ...) rather then PyRun_String("exec(open(r'/somepath.py').read())"...), aparently FILE struct on windows could not ensured to be the same between blender and python, since we use our own python on windows now it should be ok.
- generating docs works again (operator update for py style syntax broke them)
- python operator doc strings was being overwritten
- added rna property attribute "default" to get the default value of a property, not working on arrays currently because variable length arrays are not supported.
First step towards keymap editor!
Before getting too excited:
- doesn't save yet
- no rna properties can be defined
- no insert/remove keymap options yet
- no option yet to set 'key press/release'
But what does work;
- Keymap list is in outliner, new category
(Keymaps are listed in order as being created now)
- enable/disable a keymap entry: click on dot icon
- it displays python api names for ops
- browse new operator for keymap (menu button)
- set keymap to use other keys, mouse or tweak events
- four modifier key options
I first intent to test it all well, there are still
quite some modal map conflicts (like border select) and
there's problems assigning items to tweaks
Another issue is that a visual editor for keymaps might be
quite hard to use... the amount of data and options is just not
so fun for a buttons menu. There are ways to improve this though.
Maybe do this via a script?
Bugfixes:
* crash when loading file that has filebrowser open
* file size over 2GB/4GB? shows negative number
Other:
* tried to improve drawing speed a bit by only drawing the files actually shown and improving refresh behaviour a bit.
Note: Solution I found so far is to use the non-standard _stat64, as far as I could see, WIN64 should work without that patch (Genscher, please check and if needed you can enable this too by removing the !defined(WIN64) )
This probably needs to be fixed in at least one other place (BLI_filesize), will look into this once this fix proves stable enough)
* Restored quick operators for moving bones between layers and switching visible armature layers. The popup used here (based on the layers template) is not optimal yet - you can click on multiple layer buttons to enable/disable them, but you need to move your mouse outside the area for it to confirm.
* Separate armatures works again. I've tweaked the arguments to ED_object_duplicate() to make this work (besides, the other users of this wouldn't have been affected).
* Added some missing special (transform) operators to the menus + keymaps
Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums.
from what I can tell Sumo supported this but bullet never did.
Currently only accessible via python at the moment.
- rigid body, dynamic, static types work.
- instanced physics meshes are modified too.
- compound shapes are not supported.
Physics mesh can be re-instanced from...
* shape keys & armature deformations
* subsurf (any other modifiers too)
* RAS_TexVert's (can be modified from python)
Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here.
video and blend file demo.
http://www.graphicall.org/ftp/ideasman42/reinstance.ogvhttp://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
Various fixes for painting, sculpting and particle edit, still
much to be done...
* Move RNA paint and sculpt structs into rna_sculpt_paint.c,
* Added Particle Edit RNA.
* Some tweaks to existing Paint RNA.
* Put texture paint and particle edit object in context.
* Fix some errors in the brush layout, properly doing None
checks, fixing some wrong property identifiers.
* Added tool enum for texture paint and particle edit in panels.
* Allow editing brush textures in the texture buttons, still with
a stupid toggle, ideas for how to make the connection better are
welcome.
* Fix crash entering particle mode, and particles not showing.
Janne, please check the changes I made in psys_cache_paths,
I'm not confident they are correct.
* Fix some warnings
* Diffuse/specular ramps works again.
* Wire is now a material type next to Surface and Halo.
* Removed Volume material type option until it is actually there.
* Some button layout tweaks.
missing commits from peter 20942, 21165, 21170, 21174, 21597
these files still need manual merging
source/blender/makesdna/DNA_sequence_types.h
source/blender/src/sequence.c
source/blender/src/seqeffects.c
source/blender/src/editseq.c
source/blender/include/BSE_sequence.h
Commit of basic architecture. Sorry, nothing fun to play with yet.
Added two events: MOUSEDRAG and MOUSEDROP. MOUSEDRAG is sent when left-mouse clicking and then moving the cursor and every time the cursor is moved until the user releases the mouse button, thus generating a MOUSEDROP.
Also added two dummy drag operators in view3d and outliner (place holders for now).
Brecht and Ton: feel free to check/edit especially the event system code. I'm not sure that's the right way to do it. Also, I'm getting some mem leaks which I suspect are caused by my code.
Outliner: brought back to near full functioning:
- proper operators, like for open/close items, exec operations
(note: select is still same operator as activate, should
become modal ops later)
- rename works again (ctrl+click)
- proper notifiers for redraws
- select / extend select works again
- editmode in/out works again
- enter key opens/closes again
- right mouse operations work again
Didn't do:
- options for Sequence strips
- signals to change button views on clicks
- error/warning messages
UI:
- added new uiButSetRenameFunc(), which passes on the old name
- added uiButActiveOnly(), which ensures a button gets created in
active state, and gets removed when used. Needed for editing
names in outliner.
Andrea: check outliner.c for uiButActiveOnly(), very easy to use!
Also:
- Added posemode operator, CTRL+TAB tied to it.
* Armature:
- added: fill, merge, separate
- renamed: duplicate, align
* Pose:
- added: apply pose
* Armature Edit menu has been converted to use operators/layout now
- shift+b in the console would do border zoom (rather then upper case B), fixed by making v2d's border zoom check if the v2d's zoom is locked.
- blender in debug mode registers all operators, useful for testing.
* Some Code cleanup.
* Added 3-Split Operator into the panel and some options (which don't work yet)
* Added RNA for RegionView3D lock and box options.
* Fix crash loading particle AnimData. This crashed many BBB
files. If you have a .blend file that crashes when loading
it in 2.5, please mail me, I'd like to know.
* Image window zoom ratio did not work correct with py 2.x.
* Other minor fixes for image window RNA.
* Buttons window now remembers the tab that was last clicked
by the user, even if that tab is no longer available due
to context, and then enable the tab again if the context
for it is back.
* Cleaned up buttons space DNA a bit, removing unused vars.
* Armature bone rename outside edit mode did not call right
function yet.
* Armature layers are now editable even if lib linked. This
is useful for proxies. For this purpose a PROP_LIB_EXCEPTION
flag was added. Need to think over proxy / RNA a bit though,
not sure what the requirements are yet.
* Parent to Armature Deform now has options to create vertex
groups, instead of always creating them.
This is implemented at the Screen-level, and only considers scene and active-object keyframes (like the timeline).
TODO:
* Need to update the timeline header buttons to use this operator. One limitation is that I can't get the buttons there to take an arg...
New feature: allowing to open temporarily windows for output.
Implemented for:
- Render output (use output menu "new window" option).
- User Preferences (alt+U, plus added in 'File' menu)
Currently the window opens where your mouse is. The Render window
works as usual, with ESC or F11 moving it to back or front again.
That allows the window position to remain where you moved it on
new renders.
If you close a render window when it renders, the render thread
will be killed.
User prefs show 'info window' now... i thought we'd use outliner?
Anyhoo, I've made the 'save settings' to close the 2nd window as
well.
Opening a secondary file window for save I'll check on later,
this has to be checked with the current event system still.
the WM_window_open_temp() api call for this maintains currently
a *single* temp window. If you have a render window open, and call
for the preferences, the render window will be used for it. And
the other way around.
On closing the blender window, the temp windows close automatically
when there's no regular window open, and blender quits.
* A number-counter cursor is now used while sampling the curve
* Fixed some of the drawing errors with the paths. Unfortunately, when the armature is rotated, the path text is drawn in the wrong places still...
* Changed update callbacks for several armature properties to do proper depsgraph flushing instead of sending redraw notifiers
* Wrapped preview-range settings for Scene
* Fixed bug with 'parent-type' enum menu for Object parent-type. The problem here was that PARSKEL was used and is still used for both Armatures and Lattices, but the lattice entry would always override armatures entry. Now, when dynamically building the list to display, the function to add these is given the specific item to use, and has been made to stop after the first match has been added. Hopefully this doesn't break anything else...
* Insert Keyframes menu now only displays the 'active keyingset' entry when there are some KeyingSets.
* Moved the validation code for auto-blending/extend modes to NLA editor code, and included calls for this in many of the editing tools for NLA strips.
* Removed obsolete 'ID_IPO' entries from RNA-ID wrapping (these were commented out anyway).
* Auto-blending (blend in/out values get determined based on 'overlaps' of strips) now occurs after transforming strips. Where islands (continuous chains of strips) occur, only the ones on the ends of the islands will get or contribute to auto-blending.
* Extend modes (other than 'nothing') now get automatically determined (after transforms) so that moving strips will no-longer cause problems.
* Added a new option to hide influence curves in NLA. Also, made the line widths for these curves narrower, since the old setting was too ugly.
* Pose copy/paste buffer now gets freed on exit