[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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