[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21842] branches/itasc: svn merge -r 21820 :21841 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/ blender

Benoit Bolsee benoit.bolsee at online.be
Fri Jul 24 12:00:52 CEST 2009


Revision: 21842
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21842
Author:   ben2610
Date:     2009-07-24 12:00:52 +0200 (Fri, 24 Jul 2009)

Log Message:
-----------
svn merge -r 21820:21841 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender

Modified Paths:
--------------
    branches/itasc/release/datafiles/blenderbuttons
    branches/itasc/release/ui/buttons_game.py
    branches/itasc/release/ui/buttons_physics_cloth.py
    branches/itasc/release/ui/buttons_physics_field.py
    branches/itasc/release/ui/buttons_physics_fluid.py
    branches/itasc/release/ui/buttons_physics_softbody.py
    branches/itasc/release/ui/buttons_scene.py
    branches/itasc/release/ui/buttons_world.py
    branches/itasc/release/ui/space_info.py
    branches/itasc/release/ui/space_logic.py
    branches/itasc/source/blender/blenkernel/BKE_nla.h
    branches/itasc/source/blender/blenkernel/intern/nla.c
    branches/itasc/source/blender/editors/animation/anim_ops.c
    branches/itasc/source/blender/editors/animation/keyframing.c
    branches/itasc/source/blender/editors/animation/keyingsets.c
    branches/itasc/source/blender/editors/armature/armature_ops.c
    branches/itasc/source/blender/editors/curve/editcurve.c
    branches/itasc/source/blender/editors/datafiles/blenderbuttons.c
    branches/itasc/source/blender/editors/include/ED_anim_api.h
    branches/itasc/source/blender/editors/include/ED_keyframing.h
    branches/itasc/source/blender/editors/include/ED_screen.h
    branches/itasc/source/blender/editors/include/UI_icons.h
    branches/itasc/source/blender/editors/interface/interface_layout.c
    branches/itasc/source/blender/editors/interface/interface_panel.c
    branches/itasc/source/blender/editors/interface/interface_regions.c
    branches/itasc/source/blender/editors/interface/interface_style.c
    branches/itasc/source/blender/editors/interface/interface_utils.c
    branches/itasc/source/blender/editors/interface/interface_widgets.c
    branches/itasc/source/blender/editors/object/object_edit.c
    branches/itasc/source/blender/editors/object/object_ops.c
    branches/itasc/source/blender/editors/screen/area.c
    branches/itasc/source/blender/editors/screen/screen_context.c
    branches/itasc/source/blender/editors/screen/screen_ops.c
    branches/itasc/source/blender/editors/space_buttons/buttons_context.c
    branches/itasc/source/blender/editors/space_buttons/buttons_header.c
    branches/itasc/source/blender/editors/space_buttons/buttons_intern.h
    branches/itasc/source/blender/editors/space_buttons/buttons_ops.c
    branches/itasc/source/blender/editors/space_buttons/space_buttons.c
    branches/itasc/source/blender/editors/space_nla/nla_draw.c
    branches/itasc/source/blender/editors/space_nla/nla_edit.c
    branches/itasc/source/blender/editors/space_nla/nla_header.c
    branches/itasc/source/blender/editors/space_node/space_node.c
    branches/itasc/source/blender/editors/space_time/space_time.c
    branches/itasc/source/blender/editors/space_time/time_header.c
    branches/itasc/source/blender/editors/space_view3d/view3d_header.c
    branches/itasc/source/blender/editors/space_view3d/view3d_view.c
    branches/itasc/source/blender/editors/transform/transform_conversions.c
    branches/itasc/source/blender/makesdna/DNA_space_types.h
    branches/itasc/source/blender/makesrna/SConscript
    branches/itasc/source/blender/makesrna/intern/SConscript
    branches/itasc/source/blender/makesrna/intern/rna_ID.c
    branches/itasc/source/blender/makesrna/intern/rna_particle.c
    branches/itasc/source/blender/makesrna/intern/rna_render.c
    branches/itasc/source/blender/makesrna/intern/rna_scene.c
    branches/itasc/source/blender/makesrna/intern/rna_space.c
    branches/itasc/source/blender/makesrna/intern/rna_world.c
    branches/itasc/source/blender/render/extern/include/RE_pipeline.h
    branches/itasc/source/blender/render/intern/source/pipeline.c
    branches/itasc/source/blender/windowmanager/WM_api.h
    branches/itasc/source/blender/windowmanager/intern/wm_event_system.c
    branches/itasc/source/blender/windowmanager/intern/wm_files.c
    branches/itasc/source/blender/windowmanager/intern/wm_init_exit.c
    branches/itasc/source/blender/windowmanager/intern/wm_operators.c
    branches/itasc/source/creator/creator.c
    branches/itasc/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp

Removed Paths:
-------------
    branches/itasc/release/darwin/

Modified: branches/itasc/release/datafiles/blenderbuttons
===================================================================
(Binary files differ)

Modified: branches/itasc/release/ui/buttons_game.py
===================================================================
--- branches/itasc/release/ui/buttons_game.py	2009-07-24 08:05:56 UTC (rev 21841)
+++ branches/itasc/release/ui/buttons_game.py	2009-07-24 10:00:52 UTC (rev 21842)
@@ -1,41 +1,20 @@
 
 import bpy
  
-class GameButtonsPanel(bpy.types.Panel):
+class PhysicsButtonsPanel(bpy.types.Panel):
 	__space_type__ = "BUTTONS_WINDOW"
 	__region_type__ = "WINDOW"
-	__context__ = "game"
+	__context__ = "physics"
 
-class GAME_PT_context_game(GameButtonsPanel):
-	__idname__ = "GAME_PT_context_game"
-	__no_header__ = True
+	def poll(self, context):
+		ob = context.active_object
+		rd = context.scene.render_data
+		return ob and ob.game and (rd.engine == 'BLENDER_GAME')
 
-	def draw(self, context):
-		layout = self.layout
-		ob = context.object
-		game = context.game
-
-		split = layout.split(percentage=0.06)
-		split.itemL(text="", icon="ICON_GAME")
-		split.itemR(game, "name", text="")
-
-class GAME_PT_data(GameButtonsPanel):
-	__idname__ = "GAME_PT_data"
-	__label__ = "Data"
-
-	def draw(self, context):
-		layout = self.layout
-		ob = context.object
-		game = context.game
-
-class GAME_PT_physics(GameButtonsPanel):
-	__idname__ = "GAME_PT_physics"
+class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
+	__idname__ = "PHYSICS_PT_game_physics"
 	__label__ = "Physics"
 
-	def poll(self, context):
-		ob = context.active_object
-		return ob and ob.game
-
 	def draw(self, context):
 		layout = self.layout
 		ob = context.active_object
@@ -97,15 +76,10 @@
 		sub.itemR(game, "lock_y_rot_axis", text="Y")
 		sub.itemR(game, "lock_z_rot_axis", text="Z")
 
-
-class GAME_PT_collision_bounds(GameButtonsPanel):
-	__idname__ = "GAME_PT_collision_bounds"
+class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
+	__idname__ = "PHYSICS_PT_game_collision_bounds"
 	__label__ = "Collision Bounds"
 
-	def poll(self, context):
-		ob = context.active_object
-		return ob and ob.game
-	
 	def draw_header(self, context):
 		layout = self.layout
 		ob = context.active_object
@@ -130,8 +104,208 @@
 		sub = split.column()
 		sub.itemR(game, "collision_margin", text="Margin", slider=True)
 
+bpy.types.register(PHYSICS_PT_game_physics)
+bpy.types.register(PHYSICS_PT_game_collision_bounds)
 
-bpy.types.register(GAME_PT_context_game)
-bpy.types.register(GAME_PT_data)
-bpy.types.register(GAME_PT_physics)
-bpy.types.register(GAME_PT_collision_bounds)
\ No newline at end of file
+class SceneButtonsPanel(bpy.types.Panel):
+	__space_type__ = "BUTTONS_WINDOW"
+	__region_type__ = "WINDOW"
+	__context__ = "scene"
+
+	def poll(self, context):
+		rd = context.scene.render_data
+		return (rd.engine == 'BLENDER_GAME')
+
+class SCENE_PT_game(SceneButtonsPanel):
+	__label__ = "Game"
+
+	def draw(self, context):
+		layout = self.layout
+		rd = context.scene.render_data
+
+		row = layout.row()
+		row.itemO("view3d.game_start", text="Start")
+		row.itemL()
+
+class SCENE_PT_game_player(SceneButtonsPanel):
+	__label__ = "Player"
+
+	def draw(self, context):
+		layout = self.layout
+		gs = context.scene.game_data
+		row = layout.row()
+		row.itemR(gs, "fullscreen")
+
+		split = layout.split()
+		col = split.column()
+		col.itemL(text="Resolution:")
+		colsub = col.column(align=True)
+		colsub.itemR(gs, "resolution_x", slider=False, text="X")
+		colsub.itemR(gs, "resolution_y", slider=False, text="Y")
+
+		col = split.column()
+		col.itemL(text="Quality:")
+		colsub = col.column(align=True)
+		colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
+		colsub.itemR(gs, "frequency", text="FPS", slider=False)
+
+		# framing:
+		col = layout.column()
+		col.itemL(text="Framing:")
+		col.row().itemR(gs, "framing_type", expand=True)
+
+		colsub = col.column()
+		colsub.itemR(gs, "framing_color", text="")
+
+class SCENE_PT_game_stereo(SceneButtonsPanel):
+	__label__ = "Stereo"
+
+	def draw(self, context):
+		layout = self.layout
+		gs = context.scene.game_data
+
+		# stereo options:
+		col= layout.column()
+		row = col.row()
+		row.itemR(gs, "stereo", expand=True)
+ 
+		stereo_mode = gs.stereo
+
+		# stereo:
+		if stereo_mode == 'STEREO':
+			row = layout.row()
+			row.itemR(gs, "stereo_mode")
+
+		# dome:
+		if stereo_mode == 'DOME':
+			row = layout.row()
+			row.itemR(gs, "dome_mode", text="Dome Type")
+
+			split=layout.split()
+			col=split.column()
+			col.itemR(gs, "dome_angle", slider=True)
+			col.itemR(gs, "dome_tesselation", text="Tesselation")
+			col=split.column()
+			col.itemR(gs, "dome_tilt")
+			col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+			col=layout.column()
+			col.itemR(gs, "dome_text")
+
+bpy.types.register(SCENE_PT_game)
+bpy.types.register(SCENE_PT_game_player)
+bpy.types.register(SCENE_PT_game_stereo)
+
+class WorldButtonsPanel(bpy.types.Panel):
+	__space_type__ = "BUTTONS_WINDOW"
+	__region_type__ = "WINDOW"
+	__context__ = "world"
+
+	def poll(self, context):
+		rd = context.scene.render_data
+		return (rd.engine == 'BLENDER_GAME')
+
+class WORLD_PT_game_context_world(WorldButtonsPanel):
+	__no_header__ = True
+
+	def poll(self, context):
+		rd = context.scene.render_data
+		return (context.scene != None) and (rd.use_game_engine)
+
+	def draw(self, context):
+		layout = self.layout
+		
+		scene = context.scene
+		world = context.world
+		space = context.space_data
+
+		split = layout.split(percentage=0.65)
+
+		if scene:
+			split.template_ID(scene, "world", new="world.new")
+		elif world:
+			split.template_ID(space, "pin_id")
+
+class WORLD_PT_game_world(WorldButtonsPanel):
+	__label__ = "World"
+
+	def draw(self, context):
+		layout = self.layout
+		world = context.world
+
+		row = layout.row()
+		row.column().itemR(world, "horizon_color")
+		row.column().itemR(world, "ambient_color")
+
+		layout.itemR(world.mist, "enabled", text="Mist")
+
+		row = layout.column_flow()
+		row.active = world.mist.enabled
+		row.itemR(world.mist, "start")
+		row.itemR(world.mist, "depth")
+
+
+"""
+class WORLD_PT_game(WorldButtonsPanel):
+	__space_type__ = "LOGIC_EDITOR"
+	__region_type__ = "UI"
+	__label__ = "Game Settings"
+
+	def draw(self, context):
+		layout = self.layout
+		world = context.world
+		
+		flow = layout.column_flow()
+		flow.itemR(world, "physics_engine")
+		flow.itemR(world, "physics_gravity")
+		
+		flow.itemR(world, "game_fps")
+		flow.itemR(world, "game_logic_step_max")
+		flow.itemR(world, "game_physics_substep")
+		flow.itemR(world, "game_physics_step_max")
+		
+		flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling")
+		flow.itemR(world, "game_occlusion_culling_resolution")
+"""
+
+class WORLD_PT_game_physics(WorldButtonsPanel):
+	__label__ = "Physics"
+ 
+	def draw(self, context):
+		layout = self.layout
+		gs = context.scene.game_data
+		flow = layout.column_flow()
+		flow.itemR(gs, "physics_engine")
+		if gs.physics_engine != "NONE":
+			flow.itemR(gs, "physics_gravity", text="Gravity")
+ 
+			split = layout.split()
+			col = split.column()
+			col.itemL(text="Physics Steps:")
+			colsub = col.column(align=True)
+			colsub.itemR(gs, "physics_step_max", text="Max")
+			colsub.itemR(gs, "physics_step_sub", text="Substeps")
+			col.itemR(gs, "fps", text="FPS")
+			
+			col = split.column()
+			col.itemL(text="Logic Steps:")
+			col.itemR(gs, "logic_step_max", text="Max")
+			col.itemS()
+			col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
+			colsub = col.column()
+			colsub.active = gs.use_occlusion_culling
+			colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
+			
+
+		else:
+			split = layout.split()
+			col = split.column()
+			col.itemL(text="Physics Steps:")
+			col.itemR(gs, "fps", text="FPS")
+			col = split.column()
+			col.itemL(text="Logic Steps:")
+			col.itemR(gs, "logic_step_max", text="Max")
+
+bpy.types.register(WORLD_PT_game_context_world)
+bpy.types.register(WORLD_PT_game_world)
+bpy.types.register(WORLD_PT_game_physics)
+

Modified: branches/itasc/release/ui/buttons_physics_cloth.py
===================================================================
--- branches/itasc/release/ui/buttons_physics_cloth.py	2009-07-24 08:05:56 UTC (rev 21841)
+++ branches/itasc/release/ui/buttons_physics_cloth.py	2009-07-24 10:00:52 UTC (rev 21842)
@@ -8,7 +8,8 @@
 
 	def poll(self, context):
 		ob = context.object
-		return (ob and ob.type == 'MESH')
+		rd = context.scene.render_data
+		return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
 		
 class PHYSICS_PT_cloth(PhysicButtonsPanel):
 	__idname__ = "PHYSICS_PT_cloth"

Modified: branches/itasc/release/ui/buttons_physics_field.py
===================================================================
--- branches/itasc/release/ui/buttons_physics_field.py	2009-07-24 08:05:56 UTC (rev 21841)
+++ branches/itasc/release/ui/buttons_physics_field.py	2009-07-24 10:00:52 UTC (rev 21842)
@@ -7,7 +7,8 @@
 	__context__ = "physics"
 
 	def poll(self, context):
-		return (context.object != None)
+		rd = context.scene.render_data
+		return (context.object != None) and (not rd.use_game_engine)
 		
 class PHYSICS_PT_field(PhysicButtonsPanel):
 	__idname__ = "PHYSICS_PT_field"
@@ -171,7 +172,8 @@
 	
 	def poll(self, context):
 		ob = context.object
-		return (ob and ob.type == 'MESH')
+		rd = context.scene.render_data
+		return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
 
 	def draw_header(self, context):
 		settings = context.object.collision
@@ -213,4 +215,4 @@
 		col.itemR(settings, "damping", text="Factor", slider=True)
 		
 bpy.types.register(PHYSICS_PT_field)
-bpy.types.register(PHYSICS_PT_collision)
\ No newline at end of file
+bpy.types.register(PHYSICS_PT_collision)

Modified: branches/itasc/release/ui/buttons_physics_fluid.py
===================================================================
--- branches/itasc/release/ui/buttons_physics_fluid.py	2009-07-24 08:05:56 UTC (rev 21841)
+++ branches/itasc/release/ui/buttons_physics_fluid.py	2009-07-24 10:00:52 UTC (rev 21842)
@@ -8,7 +8,8 @@
 
 	def poll(self, context):
 		ob = context.object
-		return (ob and ob.type == 'MESH')
+		rd = context.scene.render_data
+		return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
 		
 class PHYSICS_PT_fluid(PhysicButtonsPanel):
 	__idname__ = "PHYSICS_PT_fluid"
@@ -266,4 +267,4 @@
 bpy.types.register(PHYSICS_PT_fluid)
 bpy.types.register(PHYSICS_PT_domain_gravity)
 bpy.types.register(PHYSICS_PT_domain_boundary)

@@ Diff output truncated at 10240 characters. @@




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