Image - added img.fields, img.fields_odd, img.antialias, also updated the docs. replaced Py_BuildValue with faster list creation for getPixel functions.
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Undo for part of previous commit. Campbell reminded me that UV texture faces
aren't "users" like other objects, so removing the code which changes them.
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Bugfix/enhancement: allow image of mesh's UV faces to be removed/cleared by
"del f.image" or "f.image = None", and handle image user counts correctly
when assigning/clearing images.
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User documentation for scn.objects (SceneObjects class). Documents what is
implemented right now; there still may be some minor changes prior to release.
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html
Or in short:
- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images
Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
Updated id properties interface as per
discussed in python meeting. Basically,
id properties are now entirely accessed
through the dict-like interface if IDGroupType.
Also, tp_getsetters are used throughout the code
now.
Using the dict interface allowed for a major cleanup
of the wrapping code. The biggest change is that ID
properties are no longer wrapped in a structure with
.type .name and .data members; instead when you get
properties from the group it returns the direct value.
Ints, strings and floats return simple python types,
while arrays and groups return special wrappers though.
This means to detect the type of an ID property, you
have to use type(). For string and int types this is
easy; for group and array types (which of course have
their own wrappers) you use type() with Blender.IDGroupType
or Blender.IDArrayType.
Update of epydocs plus a temporary gui script will be
forthcoming; the gui script will be removed before release
as of course by then we'll have a built-in gui for id
properties.
off_export - minor changes
uv_archimap - cleanup. slightly slower but less duplicate code
uv_from_adjacent - nothing
BPY_menus - renamed py slot UvCalculation to UVCalculation to be consistant
added python api stuff to deal with Color and UV/Image layers.
me.activeUvLayer - int
me.activeColorLayer - int
me.totUvLayers - int
me.totColorLayers - int
me.addUvLayer()
me.addColorLayer()
me.removeUvLayer()
me.removeColorLayer()
Variable names may need changing.
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.
Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers
Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
added restrictDraw/Select/Render to objects in python
updated group and scene docs for last commit
made 3ds import use new scn.objects rather then Object.New() - (removed import as instance for now)
fixes off import error from this report http://blenderartists.org/forum/showthread.php?t=84182
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Bugfix #5373: creating a curve or text object using Object.New() without
linking any data to the object would later cause a segfault when ob->data
was later dereferenced. This problem will be fixed (hopefully soon) in the
API when new objects are created with data and linked to scenes all in one
step, but for now check for curves that ob->data is defined before using,
otherwise print an error message to the console and skip the object.
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).
This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.
Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.
BPy conventions were not being followed for PyObject_New;
now they are. I still doubt the usefullness of doing this,
however its important to maintain module standards.
Which reminds me, anyone know where I can get that source code
prettier that was used on the api files? It was kindof
hard following the coding style of bpy with it being so
different from normal blender, and also what with having
to write the IDProperty code from scratch. :)