changed "get_ipo(key, ..." to "get_ipo((ID *)key, ..." in line 107.
* changed insert_meshkey(Mesh *me) to insert_meshkey(Mesh *me, short offline):
To call this function from a script, so that it doesn't pop the
"relative / absolute" dialog window when the "offline" arg is non-zero.
Exppython:
* NMesh module:
- Added method NMesh.addMaterial(mat) to the NMesh module:
alternative safer (aka slower) way to add materials.
- Added optional arg to NMesh_update():
if given and equal to 1, the mesh normals are recalculated.
- Fixed NMesh.getVertexInfluences: it was segfaulting when a NULL bone was
linked to the vertex. Thanks to Jiba on the bf-python mailing list for
bug report and sample .blend file. Also made this method give an IndexError
when the vertex index is out of range.
* Material module:
Added specR, specG, specB vars for compatibility with the 2.25 API.
Pointed by Manuel Bastioni.
* Image module:
Exposed image width, height and depth parameters.
From a suggestion by jms.
* BPython Ref Doc:
- Small updates to reflect the above additions.
- Added info for the Bone type in the Armature doc.
files.
* updated the build environment to include the needed .c files.
* Updated the modules.h file to expose the necessary functions to other
modules.
- Added a very brief intro to the api doc and updated the command to generate
the documentation (it's in a comment in Blender.py). Improved the NMesh ex.
The problem was that the memory was allocated at the stack, but after the
Python object was created, the pointer to the memory goes invalid.
Thanks to Kester Maddoc for providing a patch - almost 2 weeks ago. Ouch,
I should read my mail a little bit better.
there)
* replaced with nice local (uiBlock) storage of what goes on in drawing.
it now only calls a glDrawBuffer() and glFinish() when it is actually
needed
Result: interface drawing in general is speedy again, especially for gfx
cards that dont allow frontbuffer drawing, and copy stuff to the frontbuf
with a glFinish() call.
Needs to be tested on all platforms... report to me when you see problems
like menus not drawing correctly, tooltips not drawing or not disappearing,
etc.
- Object_getMatrix() - prints correct values now
- Object_getName() - removes the two identifying chars from the front
- Object_setName() - calls the internal function to correctly set the
name of the object.
* Removed the Object_print function. It causes a crash on Windows.
* Updated the Object_repr function to display the Object nicely.
* Object.Get() now returns a list of Objects when no argument has passed to
it.
* Changed the function declaration for newMatrixObject function
Easier to read now.