from Alberto Santos (dnakhain)
Changed "None" to "" for returning an unset vertex group.
"" is a valid name for a vertex group this is asking for trouble.
This made it not refresh the module when taking an external BGE Module and making it internal because the external pyc would never be freed so the internal text wouldn't get used until restarting blender.
After quite a bit of searching, I finally found where the various UI functions were wrapped for use in Py Layouts.
For the reference of others, check out editors/interface/interface_api.c
also deprecated getActuators() and getSensors() for 'sensors' and 'actuators' attributes.
an example of getting every sensor connected to an object.
all_sensors = [s for c in ob.controllers for s in c.sensors]
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2
2) Remove the old bmfont
3) Remove ftfont and bFTGL library
4) Implement a new BLF_draw_default function for place that still need/use
the old BMF api.
I try to update both, scons and cmake, but I only can test with make, so
hope all work fine.
MSVC is broken, but I don't have Windows, things to search and fix are
any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that
blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont).
Always have to link/include the freetype2 library
Remove any reference to libbmfont
Remove any reference to libftfont
Remove any reference to libbftgl (or libbFTGL)
patch from Alex Fraser (z0r)
eg.
- vec.xyz = vec.zyx
- vec.xy = vec.zw
- vec.xxy = vec.wzz
- vec.yzyz = vec.yxyx
See http://en.wikipedia.org/wiki/Swizzling_(computer_graphics)
made some minor modifications to this patch.
tested access times and adding 336 attributes to vectors doesn't make a noticeable differences to speed of existing axis attributes (x,y,z,w) - thanks to python dict lookups.
I added module clearing before there was checks for invalid python objects, so now its not needed for BGE Builtin types at least.
also made the builtin modules get re-used if they already exist and clear all user modules when the game engine finishes so with Module-Py-Controllers the referenced modules are at least up to date when pressing Pkey.
- fix own mistake with matrix slicing that would crash blender (from recent commit).
- fix 3 memory leaks from ascotan r4717 in the Mathutils.Quaternion(...) function.
* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
in space_text.py.
* Buttons window data context icon new changes depending on active
object.
Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
- Removed the gen_utils.c dependency from Mathutils (since gen_utils wont go into 2.5 but mathutils will), repalced with python functions.
- removed Blender.Mathutils.Point, since it was not documented, the C api never used it, none of our scripts used it (and I never saw a script that used it).
Now it is possible to write a Python Expression using the variable names for driver targets (see mockup from initial commit) to substitute the appropriate values into the expression.
In the __global__ namespace for PyDriver evaluation, the following modules are available:
* __builtins__ - i.e. the builtin Python functions
* bpy - new Python API
* math or m - math module
For example:
Consider a driver with three targets, named: A, B, C
Now, you could write an expression like:
C if A < 5 else B
or even:
2*C if A < 5 or A > 20 else m.PI*B
Of course, you don't have to have three targets, the above was just an example.
TODO:
* Bring back way to load pydrivers.py
* Blender.Noise equivalent would be nice to have
P.S. I hope I haven't made any terrible Python API coding errors here (i.e. mem leaks, etc.)
- no source code since this is only useful if the epydocs contain code, ours are only docstrings.
- set inheritance to included so you dont have to search up the classes to find available functions.
- SConstruct, isolate the exception for importing epydoc.
- Added a print to the SConscript files otherwise it looks like nothings happening.
The Python API to define Panels and Operators is based on subclassing,
this makes that system more generic, and based on RNA. Hopefully that
will make it easy to make various parts of Blender more extensible.
* The system simply uses RNA properties and functions and marks them
with REGISTER to make them part of the type registration process.
Additionally, the struct must provide a register/unregister callback
to create/free the PanelType or similar.
* From the python side there were some small changes, mainly that
registration now goes trough bpy.types.register instead of
bpy.ui.addPanel.
* Only Panels have been wrapped this way now. Check rna_ui.c to see
how this code works. There's still some rough edges and possibilities
to make it cleaner, though it works without any manual python code.
* Started some docs here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNATypeRegistration
* Also changed some RNA_property and RNA_struct functions to not
require a PointerRNA anymore, where they were not required (which
is actually the cause of most changed files).
* For new buttons spaces, automatically set horizontal/vertical
align depending on size, instead of free.
* Cleaned up the UI panel API. There's now a new uiBeginPanel
function which takes a panel type, and a uiEndPanel which takes
the final size. uiNewPanel* functions will be phased out.
* Animate the re-alignment when a panel size changes, e.g. when
enabling dupliframes.
* Load ui scripts from the release/ folder first if it is
available. This makes it easier to edit ui scripts, since it
will directly use the original files which avoids having to
run the build system.
* Improve editing of panel types while blender is open. That
means fixing some issues with lacking updates, overlaps, strange
ordering. It even does an animation now when the panel resizes.