Campbell Barton updated his Wavefront OBJ scripts and Ben Omari updated his DirectX 7 and 8 ones (thanks both). The other listed scripts had minor updates to accomodate the menu changes.
- Scripts in menus:
renamed Tools to Object, Generators to Add, and Modifiers to Mesh (Metaball, Curve, Surface can be added later), to integrate better in the interface.
- Fixed a bug in Blender.sys.makename: last letter of file extension was being cut out.
PupStrInput, a wrapper for the Blender String popup (thanks!)
- Fixed bug #1374 reported by Gabriel Beloin (gabio, thanks too):
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1374&group_id=9
There was a minor mistake in the import menu: vrml called dxf and vice-versa and shortcuts were wrong (removed them).
- Doc updates, minor updates elsewhere.
Wim Van Hoydonck contributed the famous Knife script (put under Modifiers group) developed by Stefano Selleri and himself (thank to both!)
- Added helper function Blender.sys.makename, updated docs and script ac3d_export to use it (shall update other exporters too):
this function is just a simple helper to format a filename as needed (change extension, strip dirname, it defaults to use G.sce as path).
- Added a test method: Blender.Scene.getScriptlinks(eventName):
just testing, if this path proves useful other functions will be added and made general, for objects, etc.
-- new try so that scripts place their guis and file selectors in proper places:
should be ok now for any but the really weirdest screen layouts, will be updated when scripts are added to other menus in the interface.
- added function Blender.sys.exists(path) to check if a given file exists;
- forgot to mention: in my previous commit the blender.html file was also updated slightly.
- tiny updates for better behavior, unix line endings, cvs Id tags;
- Updated DX7 exporter (thanks to author Ben Omari who's also working on a DX8 one);
- added sysinfo script;
Interface (scripts):
- changed behavior for which win is chosen for script guis:
Now there's a smarter order, guis will use either:
- Scripts win
- Buttons win (if not a script from groups Wizards or Utils)
- Text win
- Closest bigger area
- Added a button to the scripts header so that it's faster to return to the buttons win (this can be made general), if that was the previous win used.
-starting updates and new additions for Blender 2.34:
Some of the new scripts require Python modules not builtin with Blender, so you either need a full Python install or the needed extra modules. This is an ongoing work, there should be more scripts, better testing and also proper ways to tell users they don't have all expected modules. It's expected that Win users won't need full Python installs, since we can provide a minimal zip with the needed modules from 2.34 on.
Thanks to Anthony D'Agostino (scorpius), Jean-Michel Soler (jms) and Campbell Barton (Cam / ideasman) for donating the scripts now added / updated.
BPython:
-added two new script menu groups: Tools and Utils. We still need to find places elsewhere in the gui where the groups can be put.
Blender.Draw.Button() was not showing up. Seems to be an epydoc
issue with Button() being both a module method and the name of a class.
I changed Button to Button_ and added a usage note.
Yes, this is lame.
- Campbell Barton contributed another function (thanks again), the Image.reload method:
with this a script can keep an image that is being edited and saved by an external program updated in Blender.
in the UV/Image editor 'UVs' menu
Script authors can use:
Group: 'UV'
in the headers of their scripts to let them appear in
this menu.
* Updated the UV Face Layout script to reside in the UVs
menu, rather than the (incorrect) File->Export menu.
- updated docs with recently added functions
- dynamic menu entries now are sorted (alphabetically, of course)
- added new menu categories for scripts: Wizards, Modifiers, Generators, Materials, Animation:
only added to list of options, didn't mess with any Blender header. They are already available from the "Scripts" menu in the scripts win, but not elsewhere.
- added option 'datadir' to Blender.Get(option):
so scripts can use .blender/bpydata for reading / writing their data files.
-- Added two new functions to the Draw module, to display int and float popup buttons:
Both contributed by Campbell Barton, thanks!
-- Fixed a couple warnings.
- Finally added Blender.Load function for loading .blend files, useful for demos, for example.
- Moved data from Blender.h to Blender.c. We'll keep doing this where it applies and someday remove all unused files at once.
- a major redo of the Bone module
- BPy_Bone structs are separated into Bone data and python vars. This is necessary for the correct memory allocation of bone data between python and the global armature list.
a checked error but is no good anyway
- Bone_dealloc free'd Blender's actual copy of the Bone! AGH!!!!
- On syntax errors the python global dictionary was being free'd
twice. AGH!!! again!
Can someone from the Python team please audit this.
ID_asPyObject and ID_getScriptlinks functions,
moved code into BPY_interface.c (where it fit better)
- EXPP_interface.c is essentially obselete now
- I didn't test this, I'm sure I broke something, if a Pythonista
could comment that would be nice (oh and the maintainer too).
Testing has not convinced me this is a complete solution to the
Ipo Curve handle issue, but it does seem to make things
better for curves created via python. We will probably need to revisit
this, especially if we expose the curve handles in the bpy interface.
-- epydoc Documentation for eeshlo's Noise module + small typo fix in Noise.c
-- BPY_end_python closes .blend file opened by Library module when script doesn't do it by itself.
- added some constants for the rendering module to blender module
- moved rendering functions from scene to scene.render
- rendering functions called from renderData struct instead of from scene directly
- getRenderingContext() returns rendering data struct
- deprecation of old scene functions
- some formatting/documentation of code
- New module + doc: Blender.Library:
It's like File->Append, loads datablocks from .blend files.
- small updates to fix warnings and accomodate for the new module, in readfile.[ch]
- New Blender.sys module function: time, a wrapper of the PIL get time function.
- Updated original makefile and scons builds.