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):
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def PutRaw(nmesh, name = None, recalc_normals = 1, store_edges = 0):
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"""
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Put an NMesh object back in Blender.
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Put a BPython NMesh object as a mesh data object in Blender.
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@note: if there is already a mesh with the given 'name', its contents are
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freed and the new data is put in it. Also, if this mesh is not linked to any
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object, a new object for it is created. Reminder: in Blender an object is
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composed of the base object and linked object data (mesh, metaball, camera,
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etc. etc).
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@type nmesh: NMesh
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@type name: string
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@type recalc_normals: int
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@@ -546,8 +551,8 @@ class NMesh:
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def update(recalc_normals = 0, store_edges = 0, vertex_shade = 0):
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"""
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Update the mesh in Blender. The changes made are put back to the mesh in
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Blender, if available, or put in a newly created mesh object if this NMesh
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wasn't already linked to one.
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Blender, if available, or put in a newly created mesh if this NMesh wasn't
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already linked to one.
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@type recalc_normals: int (bool)
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@param recalc_normals: if nonzero the vertex normals are recalculated.
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@type store_edges: int (bool)
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@@ -565,6 +570,13 @@ class NMesh:
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programmers should leave EditMode B{before} getting a mesh, or changes
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made to the editmesh in Blender may not be visible to your script
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(check the example at the top of NMesh module doc).
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@warn: unlike the L{PutRaw} function, this method doesn't check validity of
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vertex, face and material lists, because it is meant to be as fast as
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possible (and already performs many tasks). So programmers should make
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sure they only feed proper data to the nmesh -- a good general
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recommendation, of course. It's also trivial to write code to check
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all data before updating, for example by comparing each item's type
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with the actual L{Types}, if you need to.
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@note: this method also redraws the 3d view and -- if 'vertex_shade' is
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nonzero -- the edit buttons window.
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@note: if your mesh disappears after it's updated, try
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