Commit Graph

30397 Commits

Author SHA1 Message Date
Mitchell Stokes
d122f24c1a BGE Animations: Fixing a bug with priority and non continuous animations. 2011-06-29 01:53:17 +00:00
Mitchell Stokes
de3c95a09c BGE Animations: Adding blendin for Shape Actions. 2011-06-29 01:05:12 +00:00
Sukhitha Prabhath Jayathilake
caef67eb92 Set Edit bone roll on Armature Import.
+ Light->Color Sid for testing.
2011-06-28 19:30:00 +00:00
Joshua Leung
0b41c479e4 Action-Management from Outliner - Unlinking Actions
It is now possible to use the Outliner for managing the active action
of an ID-block (provided that it appears in the Outliner), which
should be a bit better than having to go through the NLA Editor.

So far, this only allowing unlinking actions, using some existing
operators. To use:
1) Navigate through the Outliner tree to find the
Object/Material/Lamp/etc. that the animation belongs to. (NOTE: this
doesn't work in Datablocks mode, but should in the normal "All Scenes"
and related modes)
2) Expand the "Animation" entry below this
3) Right-click on the Action entry below this, and select "Unlink"
from the RMB menu

In the process, I've fixed problems with some data-blocks not showing
their animation data in Outliner.
2011-06-28 11:21:12 +00:00
Joshua Leung
c4e28f999b Outliner Bugfixes:
* Mesh Animation-Data was not shown. Other data types would get this
shown.

* Added attempted fix for the problem where when you try to expand the
last item in a RNA list or so, you often end up expanding the first
item (and then have to close and try again, at which point the expand
works as you expected the first time round). More testing needed, but
seems to work better already
2011-06-28 05:17:17 +00:00
Joshua Leung
661c55b78a Refactoring code for filtering actions
- This is still quite convoluted unfortunately...
- I can't quite figure out what a bug note I left in the code was
about anymore. Removed.
2011-06-28 05:02:00 +00:00
Joshua Leung
26b7d513f1 Small bug fixes:
* Removing the last of the owner/ownertype stuff. The bulk of this
stuff was removed in Part3 of the refactor, but it seems I forgot to
actually remove these struct members at the end of that.
* Texture datablocks without animdata aren't skipped immediately
anymore. This could lead to texture nodetrees on animdata-less
textures getting skipped.
2011-06-27 13:04:21 +00:00
Benjy Cook
ff5dbbe1b8 Some bugfixing and tweaking for retargeting. Script works now regardless of world transform on performer and end user rigs. This breaks stride bone functionality, will be addressed in next commit 2011-06-27 12:48:30 +00:00
Benjy Cook
46a4f47a5d Added more IK functionality to UI. You can now toggle IK for selected bones. 2011-06-27 12:46:53 +00:00
Joshua Leung
489ca86b59 Texture Nodes AnimEdit support 2011-06-27 04:46:03 +00:00
Joshua Leung
fd3c5bef7e Bugfix: Selecting nodes now updates animation editors
Noticed while testing the material nodes commit
2011-06-27 04:24:59 +00:00
Joshua Leung
b6bc47eb09 AnimChannelFiltering - Material Nodes support
Animation for Material nodes is now shown in Animation Editors :)
2011-06-27 03:54:33 +00:00
Benjy Cook
17da597cc8 Added IK functionality to retargeting. If rig contains an IK constraint, in addition to FK retarget it will place and keyframe the IK targets correctly 2011-06-26 19:54:29 +00:00
Sukhitha Prabhath Jayathilake
87f242fab0 set_pose function completed. Algorithms to be checked.
(Still not the desired results )
2011-06-26 18:56:06 +00:00
Sukhitha Prabhath Jayathilake
12e5d69af0 pose channel -> pose matrix import ( in progress ) 2011-06-26 15:35:02 +00:00
Joshua Leung
10d775df3d AnimChannels Filtering Refactor - Part 4
This commit is aimed at cleaning up the filtering code by changing the
filtering idiom/pattern used. While the old code used a "check then
do" approach, the new code does a "grab then assimilate".

The main benefits are that:
* the code duplication that used to exist has now been removed, making
it easier to add new channel types for data
* a recursive "peeking" ability now means that the old problems with
data existing deep in the tree (i.e. figuring out whether a channel
should be shown based on whether it will have any descendents) should
now work much better than before.

In the process, I've found and fixed a few previously unnoticed bugs
with how some channels were constructed, so hopefully things work a
bit better now.

TODO's:
* Action-Group filtering stuff hasn't been refactored yet. This was
causing some grief in the past, so I still need to check this
carefully.
* Material Nodes support (missing in trunk) should be easy to slot in
now :)
2011-06-26 14:50:19 +00:00
Benjy Cook
5663d85e56 Some bugfixing and coding styles changes suggested by ideasman_42. 2011-06-25 23:50:50 +00:00
Sukhitha Prabhath Jayathilake
c863cdcaf3 Fixed issues with unit conversion and animation channels. 2011-06-25 07:23:23 +00:00
Benjy Cook
6c33d3f00d Bugfixing and modification to ensure functionality when called from UI. Related to previous commit, 37796. 2011-06-24 17:11:54 +00:00
Benjy Cook
b437f3fab9 UI and bugfixing for mocap retargeting. Still a WIP, UI/py work will modified to fit coding styles in the future. 2011-06-24 17:05:53 +00:00
Campbell Barton
12e02fd474 own patch [#27752] Python Callback (Scriptlink functionality)
Python:
 * adds bpy.app.handlers which contains lists, each for an event type:
   render_pre, render_post, load_pre, load_post, save_pre, save_post
 * each list item needs to be a callable object which takes 1 argument (the ID).
 * callbacks are cleared on file load.

Example:
 def MyFunc(scene): print("Callback:", data)
 bpy.app.handlers.render_post.append(MyFunc)

C:
 * This patch adds a generic C callback api which is currently only used by python.
 * Unlike python callbacks these are not cleared on file load.
2011-06-24 16:54:30 +00:00
Campbell Barton
74520bd1ef move callbacks file out of intern (only contains 1 function but re-using it for new callback api) 2011-06-24 15:10:34 +00:00
Ton Roosendaal
05fb0e2d61 First commit to make "Style" settings saved in startup.blend
Usage currently is limited to:
- Panel text, widget text and label text style:
  point size, shadow effects

Setting individual fonts to these is not possible yet, it uses the
default for it.

Access goes via outliner now; check "User Preferences". UI team could
add this in userpref scripts :)
2011-06-24 14:00:15 +00:00
Joerg Mueller
fdb932370b 3D Audio GSoC:
Fixes for crashes reported by Moguri.
2011-06-24 06:39:03 +00:00
Campbell Barton
ebff5d5fb2 free_bvhtree_from_mesh was incorrectly useing sizeof() when clearing memory. 2011-06-24 05:34:03 +00:00
Campbell Barton
fd60b73b7b fix [#27742] Smart UV project no longer works in 2.58
failed with active, unselected objects.
2011-06-24 04:12:01 +00:00
Campbell Barton
3cf2e6b7dc fix [#27747] Modal operator in Special Menu (W) ignores continues grab 2011-06-24 03:59:41 +00:00
Campbell Barton
734a4aa428 fix [#27746] Black and White Render doesn't work and/or Saves as a Blank screen
convert to grayscale when saving renders rather then only writing the red channel.
2011-06-24 03:49:56 +00:00
Daniel Salazar
fc95ebbc55 W special menu for changing orthographic camera lens scale was missing
btw continues grab doesn't work with this modal ops.. whats up?
2011-06-24 03:41:07 +00:00
Mitchell Stokes
a165ad251e BGE Animations: Removing no longer used code and variables. 2011-06-24 00:31:13 +00:00
Mitchell Stokes
f969b813a4 BGE Animations: Making BL_Action::SetFrame() not so dependent on timing. This should smooth out things like setActionFrame(). 2011-06-23 23:19:39 +00:00
Mitchell Stokes
12ca476b8b BGE Animations: For KX_GameObject.setActionFrame(layer, frame), frame should be a float, not a short. 2011-06-23 23:18:53 +00:00
Mitchell Stokes
ea47125f16 BGE Animations: Exposing KX_GameObject's GetActionFrame() and SetActionFrame() to Python. KX_GameObject.setActionFrame() seems to still have some issues, which I suspect to be a timing thing. I may need to find a better way to set the local time. 2011-06-23 22:44:24 +00:00
Dalai Felinto
0c8311fdf9 revert commit 27133: Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman
This was causing a lot of backward compatibility problems and side effects.

It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told).
If you need to use OBCOLOR simply keyframe the obcolor and it will work as before.
2011-06-23 22:29:02 +00:00
Mitchell Stokes
7996d04474 BGE Animations: Shape Action Actuators are now converted to Action Actuators and new Shape Action Actuators cannot be created. 2011-06-23 22:23:46 +00:00
Mitchell Stokes
f1a2d46aa0 BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis. 2011-06-23 22:12:49 +00:00
Mitchell Stokes
0fbca841ef BGE Animations: Making the play modes for the Acton Actuator behave more like they have in the past. The only one that still needs work now is Flipper. Property, Loop End, Loop Stop, Play, and Ping Pong should all now be behaving as they used to. 2011-06-23 22:00:54 +00:00
Brecht Van Lommel
c518aa1383 GHOST Cocoa: move y origin top/bottom conversions out of windowmanager module
and into GHOST. Also fixes a problem where e.g. the user preferences window
would not open under the mouse cursor correctly.
2011-06-23 19:55:47 +00:00
Mitchell Stokes
545bf50e1d BGE Animations: Adding shape actions to BL_Action. This means Shape Actions now work through the Action actuator. I still need to handle blendin for shape actions though. 2011-06-23 19:49:53 +00:00
Brecht Van Lommel
a014886c57 Fix typo in addon user preferences menu. 2011-06-23 19:42:54 +00:00
Mitchell Stokes
8d179ca920 BGE Animations: BL_Action now creates a PointerRNA only when constructed instead of on each Update() call. 2011-06-23 19:20:28 +00:00
Mitchell Stokes
2d2aa95227 BGE Animations: Making shape actions work again:
* BL_DeformableGameObject is no longer responsible for handling keys, BL_ShapeDeformer is
  * BL_ShapeDeformer also creates a copy of the key on construction and puts it back on the mesh when destructed. This avoids us permanently modifying Blender data.
  * I'm not too fond of clearing out the key every frame, but this works and I can't think of another alternative at the moment (something may be possible with some key juggling)
2011-06-23 19:09:09 +00:00
Lukas Toenne
587b51831d More flexible size options for particle billboards. This adds scale factors for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards.
In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-23 18:59:47 +00:00
Joerg Mueller
413bc87e4f Merge with trunk r37757. 2011-06-23 17:30:56 +00:00
Nathan Letwory
e7c6b535b0 Remove unnecessary check. OpenAL, SDL, JACK don't depend on samplerate. 2011-06-23 17:29:18 +00:00
Campbell Barton
0767779387 fix for building mingw in debug mode 2011-06-23 16:33:59 +00:00
Campbell Barton
99253abef8 allow building with ffmpeg but not aud 2011-06-23 16:10:48 +00:00
Campbell Barton
bb3742fe91 correction to recent commit & made ffmpeg includes only add when enabled. 2011-06-23 15:58:41 +00:00
Campbell Barton
c3e48219e6 mistake in own commit. 2011-06-23 15:12:05 +00:00
Campbell Barton
2023db70a8 cmake option to build without an audio library. 2011-06-23 09:27:56 +00:00