Patch from Alexander Kuznetsov: Real-time File Selection, thanks for the contribution.
Still made a few minor changes from latest patch:
1. Rename SELECTEDFILE to HILITED_FILE, since we are not actually selecting the file, but previewing/highliting the possible selection.
2. Also made this clearer by not drawing the files as selected, but just highlight them.
3. Removed the Select/Deselect toggle when clicking on file, will be committed separately soon.
- opening a file with blender by passing it as an argument would and loading it once in blender left script auto execute flag in a different state.
- command line args --enable/disable-autoexec were being overridden by the user prefs.
this is not well suited to RNA so this is a native python api.
This uses:
bpy.data.libraries.load(filepath, link=False, relative=False)
however the return value needs to use pythons context manager, this means the library loading is confined to a block of code and python cant leave a half loaded library state.
eg, load a single scene we know the name of:
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.scenes = ["Scene"]
eg, load all scenes:
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.scenes = data_from.scenes
eg, load all objects starting with 'A'
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.objects = [name for name in data_from.objects if name.startswith("A")]
As you can see gives 2 objects like 'bpy.data', but containing lists of strings which can be moved from one into another.
most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests.
Example usage:
blender.bin --background --python source/tests/batch_import.py -- \
--operator="bpy.ops.import_scene.obj" \
--path="/data/testfiles/obj" \
--match="*.obj" \
--start=0 --end=50 \
--save_path="/tmp/test"
Also found my name was spelt wrong in some places :)
- operators which reload G.main would crash blender if called from python and then accessed bpy.data.*
- WM_read_homefile_exec was setting the contexts Scene to NULL as a signal for the event system, this didnt work in background mode, crashing when property update functions expected scene to be set.
Report was that move-to-layer menu failed. The real cause was
more complex; had to dive deep in the dungeons of the interface
code that handled undos and operators. Found several issues:
- popup menus (like redo operator, color picker) executed again
on a mouse-exit
- far too many buttons were sending undo pushes; even worse, in
the operator redo-panel each button action was pushed twice
- in case operator redo-buttons have own callbacks (like layer
buttons) the redo wasn't working
- layerbutton menu was called without creating a proper undo/redo
case
Things should all work smoother now!
On todo:
- better definition and handling of all versions for operator menus
(four types now, not fun)
also: make operator "do" menu, which on first action does operator
and then switches to redo-ing
- bring back Undo menu, to list the undo stack and jump in it.
The tool-redo depends on a working undo system, so it can rewind
a step and then redo operator with new settings. When a user
disables undo, this won't work.
Now the properties for redo operator (toolbar, F6) will grey out
when a redo isn't possible.
Problem is is with operator redo which click-extrude exposed.
Check if redo operator can run, otherwise lock the UI and add a label that the operator doesn't support redo.
This is clunky but IMHO better then failing silently and leaving the user confused.
- Merged redo functions into ED_undo_operator_repeat(), code was duplicated in a few places.
- added WM_operator_repeat_check to check if WM_operator_repeat() can run, avoids an undo call when redo work.
Unrelated changes
- GHOST_SystemWin32.cpp set to utf8 encoding.
- cmake_consistency_check.py now checks source files are utf8.
- commented unused View3D->flag's
- popup dialog now centers over the mouse
- only overwrite image alpha with render settings on save if saving the render result.
- Python calling operators didn't run WM_operator_properties_sanitize() so enum functions called from python were given a NULL context.
- PROP_ENUM_NO_CONTEXT and PROP_NEVER_NULL used the same value in the enum (possible conflict).
When using Material Nodes, there was no indication in Material
Property window which node was active. The context/channel widget
now shows this.
Better would be to be able to browse nodes in this list, and
to have option to preview only this material (not node tree
result). Enough todo for future :)
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
Was causing compile troubles with MSVC:
wm_operators.c
C:\Program Files\Microsoft Visual Studio 9.0\VC\INCLUDE\io.h(322) : error C3163: '_write': attribute
s inconsistent with previous declaration
C:\Program Files\Microsoft Visual Studio 9.0\VC\INCLUDE\io.h(224) : see declaration of '_wri
te'
scons: *** [C:\blenderdev\b250\buildvc\source\blender\windowmanager\intern\wm_operators.obj] Error 2
Define WINVER=0x0501 for MinGW due to some stuff requres this winver, but
MinGW's default is 0x0400 (thanks AlexKu for point)
Better to replace all #include <windows.h> with #include "BLI_winstuff.h" to
avoid possibility of different functions prototypes in different modules.
Ton will work on moving the File menu out of the Info space before release.
notes.
- reply Operator isn't working anymore.
- UI for reports is commented out so its not mixed with the file menu.