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.
* Close some material/texture panels by default.
* Update material buttons to use more diffuse/specular variables.
* Don't show texture mapping/influence when the texture is pinned.
* Small visual tweak for sequencer header menus.
* Started porting over to python, menus nearly done, header WIP.
* Game Properties panel is in python too
* Deprecated "Tiles" as a per face flag here, now it's always on
the image, used to be both, working in a very confusing way.
Unlikely someone actually had a purpose for this being per face.
* Remove GPC_PolygonMaterial.cpp/h, it's not actually used anymore,
so I don't want to bother updating it.
* Fix crash in image painting (own mistake in porting over bugfix
from 2.4x).
* Added option for panel to be closed by default.
* Added support for RNA property and enum icons in buttons.
* Remove some deprecated RNA menu code.
* Fix issue with newly created panels not being inserted in the
right place.
* Fix issue with 3-split layout not being divided correctly.
* FIx issue with menu items not drawing correct using python UI.
* Added icon to property and enum property items. The latter is
responsible for the large number of files changed.
* For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA
as argument instead of a C pointer, instead of doing it implicitly
with the AnyType type.
* Material: properly wrap diffuse/specular param variables, and
rename some things for consistency.
* MaterialTextureSlot: added "enabled" property (ma->septex).
* Image: make animated property editable.
* Image Editor: make some things editable, notifiers, respect state.
* Context: fix issue with screen not being set as ID.
Bugfix: reading iconfile (~/.blender/icons/xxxx.png) didn't work.
Note: go to the outliner, user preferences, first theme, User Inteface, and
fill in name of the png file in "Icon File" text button. Save prefs, start
Blender, and it shows. This whole process can be optimized once, indeed :)
actually two modifier datamask optimizations that were never done.
* Don't use modifier data mask for disabled modifiers.
* Check if UV data is needed for particle system instead of always
requesting it.
FCurves are used for animation evaluation so FCurve modifiers work :).
Tested with object location and object color animation.
Armature and Shape Keys next.