Interface:
- added submenu "Scripts" in both View3D->Object and Mesh menus. Put them on top (it's better to follow some guideline, so users don't have to search for "Scripts" submenu in a different position in each menu), feel free to change. - added button 'previous win' to SpaceScript, makes accessing buttons win, for example, much faster. Maybe all spaces could have this button. BPython: - added Window.EditMode(), to check, enter and leave edit mode. Scripts that change mesh data need this to leave edit mode before making changes to the active (G.obedit) mesh, of course. - updated script bevel_center to use the above function and also popup an error msg if the active obj is not a mesh. - doc updates, minor fixes. Forgot to mention in my previous commit that I also updated the "-P" command-line option (for running script files) to be able to run already loaded Blender Texts, too. So, if you have a script called 'Text' in foo.blend, you can run it with blender foo.blend -P Text .
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@@ -42,7 +42,6 @@
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#include <MEM_guardedalloc.h>
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#include <BLI_blenlib.h> /* for BLI_last_slash() */
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#include <BDR_editobject.h> /* for exit_editmode() */
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#include <BIF_interface.h> /* for pupmenu() */
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#include <BIF_space.h>
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#include <BIF_screen.h>
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@@ -448,10 +447,6 @@ int BPY_txt_do_python_Text(struct Text* text)
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* will have been deallocated already, so we need to copy its name here. */
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BLI_strncpy(textname, GetName(text), strlen(GetName(text))+1);
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/* if in it, leave editmode, since changes a script makes to meshdata
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* can be lost otherwise. */
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if (G.obedit) exit_editmode(1);
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script->id.us = 1;
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script->flags = SCRIPT_RUNNING;
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script->py_draw = NULL;
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@@ -621,10 +616,6 @@ int BPY_menu_do_python(short menutype, int event)
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return 0;
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}
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/* if in editmode, leave it, since changes a script makes to meshdata
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* can be lost otherwise. */
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if (G.obedit) exit_editmode(1);
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/* let's find a proper area for an eventual script gui:
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* (still experimenting here, need definition on which win
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* each group will be put to code this properly) */
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