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
* 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
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.
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)
This bug was introduced after commit # 24102 (BGE: when letterbox is enabled use the camera framing as a clipping area) reported in IRC by Pete Carss (domejunky)
*) an extra stub fix for recent commit. By the way: we want to have blenderplayer running in blender 2.5 beta0. Therefore if you are doing big changes in the last minutes (Friday, Saturday??) It would help a lot if you could enable blenderplayer in your builds. links problems are really easy to fix)
**) an typo I spotted in recent mesh dynamic load in bge.
1) SetDisplayArea was created in Blender but we forgot to set it in the player
2) Fix some SCons incs (using lists instead of strings)
3) added more nasty stubs calls (this file is getting big)
* typo fix from last commit
**) it's raining with bolts here and I have to turn the internet off. I couldnt hard test this commit but it looks like working. sorry if sometihng go wrong
from Mitchell Stokes (moguri)
--- from the patch
With f-curves there are 3 rotation modes, rotation_euler, rotation_axis_angle, and rotation_quaternion. The IPO converter
was still simply looking for "rotation" f-curves instead of specific ones. This patch fixes that and also
fixes bug #19873 ( http://projects.blender.org/tracker/index.php?func=detail&aid=19873&group_id=9&atid=306
).
[#19854] [bugfix] Fix for broken Rasterizer mouse functions
---
This patch fixes the embedded player's ability to control the mouse. For example, hiding and unhiding the mouse cursor
did not work in 2.5, nor could the mouse's position be controlled. This was because these parts still needed to be ported
to 2.5 window manager code.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
- rna vars arm.bones.active & rna.edit_bones.active
- needed special undo support.
- readfile.c loads.
- duplicate and copy_armature support.
- keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing.
Note: it may be better to allow active/unselected as with objects.
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).
The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.
One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.
Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.
Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
a system crash and other issues on ATI/Apple, due to a buggy driver
(similar issues reported for other OpenGL applications). For now, work
around it by not using non-power-of-two textures on this combination.
* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists
* Adopted two property ranges
* Changed the mixdown volume to set the device volume instead of the volume of every sound.
I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Unix_FHS
for scons WITH_BF_FHS enabled an alternative layout eg.
scons WITH_BF_FHS=1 BF_INSTALLDIR="/usr/local"
for CMake just run "make install" after make (CMAKE_INSTALL_PREFIX is used for the base path)
Currently only scripts use both the system and user path correctly, other areas of blender have their own path code inline with lots of ifdefs, needs to be carefully updated.
merging now to save confusion later since the changes between last merge and 23172 shouldn't be merged.
brings 2.4 and trunk in sync aside from sequencer edits from Peter.