Commit Graph

14 Commits

Author SHA1 Message Date
Thomas Dinges
fb52042375 2.5 Field Panels:
* Attempt to make it a bit more consistent. ;-)
2009-07-31 15:36:14 +00:00
Daniel Genrich
50ea547176 Fields UI: Several attempts to follow UI guide and other things leaded to a really confusing UI (on the left):
http://666kb.com/i/bb49zl2t6ojvk7tax.png
We tried now to connect top-down with left-right, having top-down for the big picture (like already used in textures panel).
Other fields still missing. Approved by William, another small fix ("type" in one row) suggested by DingTo (not visible in the screenshot).
2009-07-31 14:38:42 +00:00
Thomas Dinges
d56466747d 2.5 Part 3 of Layout Code Cleanup:
* More cleanup to match new coding guidelines.
http://wiki.blender.org/index.php/Dev:Py/Blender2.5/Layouts/Guidelines

* Replaced some if's with proper elif's.
* Removed some unnecessary code.
Note: Please don't use inconsistent assign names like colsub, subcol1 etc. anymore!
2009-07-30 10:11:19 +00:00
Thomas Dinges
b666f55e0e 2.5 Layout files:
* Removed __idname__ from all panels. 
Note: Operator classes still need that id. Don't remove it there.
2009-07-26 16:31:48 +00:00
Brecht Van Lommel
366a64959c 2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.

* Top header now has an engine menu, to choose between the blender
  render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
  only properties that work in the game engine, and similarly for
  the render engine.
* Moved panels from the logic space and game tabs to the physics,
  scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
  specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
Janne Karhu
b4353a8443 Initial code for boids v2
Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
	* Closest collision object in negative z direction is considered as ground.
	* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
	* Many new rules and many still not implemented.
	* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
	* This is in addition to the boids own system of course.
	* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
	* This allows forcing boids somewhere.
	* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
	
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.

Other new features:
- Particle systems can now be named separately from particle settings.
	* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
	* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.

Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)

Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
William Reynish
a3366cb8f0 UI layouts
Changed order of panels in scene buttons to better follow order of importance, putting the post-processing options further down.

Cleaned up game physics properties
2009-07-20 21:31:32 +00:00
Campbell Barton
587d408f61 patch from William
Cleaned up force fields panel, as well as the other fixes (sculpt, lamps)
2009-07-20 16:39:16 +00:00
Daniel Genrich
26ec00d567 First version of fields panel.
Please keep in mind: I am no python expert and may have some ugly layout-tricks in this file. GUI designed by nudelZ. 
Commit approved by William ;-)
2009-07-19 11:28:43 +00:00
Thomas Dinges
84c614ff5f 2.5 Physic Buttons:
* Some minor layout cleanup to the field panel.
2009-07-04 08:50:41 +00:00
Thomas Dinges
2c71b12998 2.5 Physic Buttons:
* Added Softbody buttons. Patch by Wahooney. Thanks.
I did some minor code cleanup.

* Collision settings now grey out, when disabled.
2009-07-03 20:03:24 +00:00
Thomas Dinges
c1dcaa5dec 2.5 Physic Buttons:
* Added some collision buttons. Patch by Wahooney. Thanks!
2009-07-03 14:32:27 +00:00
Thomas Dinges
bcea99d8d5 2.5 Physic Buttons:
Don't show panels when object is not a mesh.
2009-07-03 14:11:00 +00:00
Brecht Van Lommel
093ff8202c 2.5: Physics Buttons
All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.

* Added near empty soft body, fluid, field and collision panels,
  tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
  or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
  updates after pointcache refactor?
2009-07-02 19:41:31 +00:00