* Slight alignment change in header, to match modifiers box a bit better. Basically the "name" filed expands with the size of the properties panel now, which looks better imho.
* Code cleanup: Removed some old drawing functions, and the Python Constraint UI Code, which was not functional anyway.
I based this code on drawnode, so I hope this is the right way of doing this.
Working Sensors:
- keyboard
- property
Working Actuators:
- property (partly)
- ipo
- action
- shape action
- message
- random
Need help with:
- actuator sensor
- property actuator (for the second object)
- touch/ray/collision sensors + constraint actuator
(for the material lookup, not the property one)
maybe a doversion + changing the type to material work better here
(as we have in touch sensor)
+ added notifier for the game property.
- smooth scrolling to editable button after new directory is created
(for now scrolling starts as soon as the mouse moves back to the file list area, for Matt to check if immediate scrolling is possible)
- fix for autocomplete directory, show first matching part if directory doesn't exist, otherwise won't work for directories starting with the same prefix like textures_walls and textures_grass for example.
there are some cases (i.e. Constraint Actuator) where the same DNA property is being used by different RNAs with different ranges.
It's easy to change (reset the values to their default in the set func of the constrant type rna).
Not sure it's necessary though.
tile cache code in imbuf, but it is not hooked up to the render engine.
Imbuf module: some small refactoring and removing a lot of unused or old code
(about 6.5k lines).
* Added a ImFileType struct with callbacks to make adding an file format type,
or making changes to the API easier.
* Move imbuf init/exit code into IMB_init()/IMB_exit() functions.
* Increased mipmap levels from 10 to 20, you run into this limit already with
a 2k image.
* Removed hamx, amiga, anim5 format support.
* Removed colormap saving, only simple colormap code now for reading tga.
* Removed gen_dynlibtiff.py, editing this is almost as much work as just
editing the code directly.
* Functions removed that were only used for sequencer plugin API:
IMB_anim_nextpic, IMB_clever_double, IMB_antialias, IMB_gamwarp,
IMB_scalefieldImBuf, IMB_scalefastfieldImBuf, IMB_onethird, IMB_halflace,
IMB_dit0, IMB_dit2, IMB_cspace
* Write metadata info into OpenEXR images. Can be viewed with the command
line utility 'exrheader'
For the image tile cache code, see this page:
http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/ImageTileCache
* get/set funcs
* unifying rna_props for Constraint Actuator
* Collision sensor
* Ray sensor
* State Actuator
* We need icons! at least one for Sensor, one for Controller and one for Actuator
* Layout artists:
Keyboard sensor really need some help :)
The other as well. I mainly copied the layout from 2.49 with some adjustments here and there.
* some get/set functions in rna_actuator.c are exactly the same (e.g. rna_ConstraintActuator_range_get, rna_ConstraintActuator_spring_get) and other could be easily distributed. maybe something for later.
While I was looking in outliner.c, made some changes to let extra passes display
there such as environment (commented out before due to a previous limitation).
Also changed outliner object visbility/selectability/renderability toggles to use
RNA buttons so you can insert keyframes with RMB menu etc.
space / uv edit. The code was already there, and the option as a rna
bool, but no ui to set it. Matt figured that the View menu in image
space next to other uv stuff, which only shows when UVs are edited, is
the right place.
Works so that when entering editmode for an object to edit UVs, when
have also other objects selected and this option on, also the UVs of
those other objects are shown in the image view.
Liquidape asked this on IRC, and we thought the feat doesn't exist, so I
looked out of curiosity in the code as was thinking it would be easy to
add. Was surprised to find it there already :)
First time that did anything with 2.5, was sure fun enough to search
thru the code to figure out how things work. Adding this ui thing proved
to be exactly as trivial and nice as it should, and the things under the
hood seemed nice, yay!
- effector list wasnt NULL'd on copying a particle system
- copying an object would initialize the cloth modifier, then copy it, witout freeing its effector weights created in cloth_init().
- s/c/a type enum update function replaced by set function
- rna_Sensor_type_itemf and rna_Actuators_type_itemf implemented (but not working ... it was working yesterday before I updated the set func, so need further investigation). Matt, if you have any clue on that ...
Roadmap:
i) I definitively gotta unify the maxloc, minloc rna properties.
the way it's right now (based on 2.49 makes the layout code really clunky
ii) - actuator missing - State Actuator (I'll probably need help on that).
iii) - sensor missing - collision and ray (they are partly implemented, but the enums are a mess there).
iv) - get/set funcs missing (not many) and default values (not many)
v) - have more lookup functions for properties and material (I'll definitively need help on that).
Eventually will fix (iii, iv and v) changing bge and dna code and doing a subversion/do_version.