Merged changes in the trunk up to revision 49478.

Conflicts resolved:
source/blender/blenkernel/intern/library.c
source/blender/blenloader/intern/readfile.c
source/blender/editors/interface/resources.c
source/blender/makesrna/intern/rna_scene.c
This commit is contained in:
2012-08-02 00:10:05 +00:00
479 changed files with 10450 additions and 7473 deletions

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@@ -19,4 +19,4 @@ The execution context is as a non keyword, string argument in:
# group add popup
import bpy
bpy.ops.object.group_instance_add('INVOKE_DEFAULT')
bpy.ops.object.group_instance_add('INVOKE_DEFAULT')

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@@ -172,7 +172,7 @@ General functions
Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
.. function:: LibLoad(blend, type, data, load_actions=False, verbose=False)
.. function:: LibLoad(blend, type, data, load_actions=False, verbose=False, load_scripts=True)
Converts the all of the datablocks of the given type from the given blend.
@@ -186,6 +186,8 @@ General functions
:type load_actions: bool
:arg verbose: Whether or not to print debugging information (e.g., "SceneName: Scene")
:type verbose: bool
:arg load_scripts: Whether or not to load text datablocks as well (can be disabled for some extra security)
:type load_scripts: bool
.. function:: LibNew(name, type, data)

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@@ -56,7 +56,69 @@ To enable line length checks use this instead.
User Interface Layout
=====================
TODO: Thomas
Some notes to keep in mind when writing UI layouts:
* UI code is quite simple. Layout declarations are there to easily create a decent layout.
General rule here: If you need more code for the layout declaration, then for the actual properties, you do it wrong.
Example layouts:
* layout()
The basic layout is a simple Top -> Bottom layout.
.. code-block:: python
layout.prop()
layout.prop()
* layout.row()
Use row(), when you want more than 1 propertey in one line.
.. code-block:: python
row = layout.row()
row.prop()
row.prop()
* layout.column()
Use column(), when you want your properties in a column.
.. code-block:: python
col = layout.column()
col.prop()
col.prop()
* layout.split()
This can be used to create more complex layouts. For example you can split the layout and create two column() layouts next to each other.
Don't use split, when you simply want two properties in a row. Use row() for that.
.. code-block:: python
split = layout.split()
col = split.column()
col.prop()
col.prop()
col = split.column()
col.prop()
col.prop()
Declaration names:
Try to only use these variable names for layout declarations:
* row for a row() layout
* col for a column() layout
* split for a split() layout
* flow for a column_flow() layout
* sub for a sub layout (a column inside a column for example)
Script Efficiency

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@@ -979,6 +979,7 @@ def pycontext2sphinx(basepath):
"meta_ball": ("MetaBall", False),
"object": ("Object", False),
"particle_edit_object": ("Object", False),
"particle_settings": ("ParticleSettings", False),
"particle_system": ("ParticleSystem", False),
"particle_system_editable": ("ParticleSystem", False),
"pose_bone": ("PoseBone", False),