messages and pupmenu()s. Edited spelling and grammar,
stylistic consistency, etc.
I added the guidelines and rationale that I used to the
CMS here:
http://www.blender3d.org/cms/Language_and_terminology.338.0.html
Next step is to get icons in there, to make it easier to see
at a glance what sort of message (and how much attention
should be paid to it, or if it can be dismissed with a flick
of the mouse, eg. boring remove doubles notifications)
mockup: http://mke3.net:9000/blender/ui/controls/error_ok_icons.png
-- removed struct Script (DNA_script_types.h) from makesdna to blender/include/BPI_script.h
(BPI meaning Blender Python-related external Include file).
Had agreed with Ton that makesdna was not the proper place for it.
-- fixed two small warnings in Ipo.c (variables might be used uninitialized)
-- fixed a bug reported on blender.org's python forum by Wim Van Hoydonck (aka tuinbels):
Blender would hang if a script failed. My fault, accidentally put a node=node->next type call outside the while loop check, so it never ended.
With makesdna/DNA_script_types.h removed and include/BPI_script.h added, msvc projectfiles will need to be updated. Sorry to do it now, but I promissed I'd fix this before next release.
This commit moves the 2 undefined references to BPY_interface.c and
changes things a little, hopefully fixing the problem. I had to add a new dir,
source/blender/include/ to auto*'s Makefile.am in source/blender/python/.
Thanks Chris for the report, and Jiri, for adding a missing declaration.
- add a new space: Space Script
- add a new dna struct: Script
- add these two properly everywhere they are meant to
It's not a tiny commit, but most of it is ground work for what is still to be done.
Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window
Some files are added, so some build systems (not autotools) will need updates