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.
This commit is contained in:
2005-04-16 18:25:42 +00:00
parent dfe3ad0d7b
commit fa5d910f93
9 changed files with 90 additions and 51 deletions

View File

@@ -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