Updating build systems: folder release/bpydata/ moved to release/scripts/bpydata/
It seemed trivial enough, so I updated all systems (makefiles, xcode, scons, scons win installer), please complain if something went wrong. Mostly it was just removing release/bpydata references, since the release/scripts dir is already worked on recursevely, handling dirs inside it. For the scons nsi file writer script I had to write code for each new dir, but it can be recoded recursively, too (in fact joining all release stuff in a single dir tree with nothing else would be a good idea, making installation code simpler). Since it's just python and I have a little more time now, I can help scons managers if they still need. Thanks Campbell Barton for reporting.
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		| @@ -157,7 +157,12 @@ def GetRawFromObject(name): | ||||
|  | ||||
| def PutRaw(nmesh, name = None, recalc_normals = 1, store_edges = 0): | ||||
|   """ | ||||
|   Put an NMesh object back in Blender. | ||||
|   Put a BPython NMesh object as a mesh data object in Blender. | ||||
|   @note: if there is already a mesh with the given 'name', its contents are | ||||
|   freed and the new data is put in it.  Also, if this mesh is not linked to any | ||||
|   object, a new object for it is created.  Reminder: in Blender an object is | ||||
|   composed of the base object and linked object data (mesh, metaball, camera, | ||||
|   etc. etc). | ||||
|   @type nmesh: NMesh | ||||
|   @type name: string | ||||
|   @type recalc_normals: int | ||||
| @@ -546,8 +551,8 @@ class NMesh: | ||||
|   def update(recalc_normals = 0, store_edges = 0, vertex_shade = 0): | ||||
|     """ | ||||
|     Update the mesh in Blender.  The changes made are put back to the mesh in | ||||
|     Blender, if available, or put in a newly created mesh object if this NMesh | ||||
|     wasn't already linked to one. | ||||
|     Blender, if available, or put in a newly created mesh if this NMesh wasn't | ||||
|     already linked to one. | ||||
|     @type recalc_normals: int (bool) | ||||
|     @param recalc_normals: if nonzero the vertex normals are recalculated. | ||||
|     @type store_edges: int (bool) | ||||
| @@ -565,6 +570,13 @@ class NMesh: | ||||
|         programmers should leave EditMode B{before} getting a mesh, or changes | ||||
|         made to the editmesh in Blender may not be visible to your script | ||||
|         (check the example at the top of NMesh module doc). | ||||
|     @warn: unlike the L{PutRaw} function, this method doesn't check validity of | ||||
|         vertex, face and material lists, because it is meant to be as fast as | ||||
|         possible (and already performs many tasks).  So programmers should make | ||||
|         sure they only feed proper data to the nmesh -- a good general | ||||
|         recommendation, of course.  It's also trivial to write code to check | ||||
|         all data before updating, for example by comparing each item's type | ||||
|         with the actual L{Types}, if you need to. | ||||
|     @note: this method also redraws the 3d view and -- if 'vertex_shade' is | ||||
|         nonzero -- the edit buttons window. | ||||
|     @note: if your mesh disappears after it's updated, try | ||||
|   | ||||
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