netrender client's functions to get slaves and jobs info didn't work anymore (was reading response content twice).
At the same time, I switched to json for the dump and load, instead of using eval and repr (for obvious security reasons). I should have done this much earlier.
- made operator dir's into python packages
- lazy loading of module which do the actual import and export (faster blender load times)
- general maintanance and small fixes.
- bugfix for exporting x3d materials
- leak fix for exporting 3ds
- function renames, move WM functions into collections wm.add_keymap() --> wm.keymaps.new()
note: new is used for named items in a collection, which return the result.
- Action.get_frame_range() is now a readonly property 'frame_range', floats rather then ints.
- OBJ import/export now work with non utf8 paths. (all exporters and importers need changes like this)
- strip non utf8 chars from new ID blocks (also applies to renaming)
- set the file rename button to allow non-utf8 chars.
- UV texture coords were never written.
- TexFace with no material resulted in an invalid XML file (unclosed tag)
- freewrl wouldn't parse "FALSE", needs to be "false"
- the ID data name was being written as the filename, so in many cases images wouldn't load.
obj.add_vertex_group() --> obj.vertex_groups.new()
obj.add_vertex_to_group() --> obj.vertex_groups.assign()
note: obj.vertex_groups.assign() will be very slow, need to have this take a list rather then 1 vertex at a time.
- mesh.add_geometry(v, e, f) --> mesh.vertices.add(tot), mesh.edges.add(tot), mesh.faces.add(tot)
- mesh.add_material(mat) --> mesh.materials.link(mat)
changed material.link so it always adds a material even if it exists in the list, this behavior is good for users but not scripts since it can mess up indicies (some formats may have the same material set twice).
scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
changed some rna names to be more consistant
- use_texture -> use_image, since it sets if 'image' is used.
- use_map_color_diff -> use_map_color_diffuse since diffuse is used elsewhere in the same type.
Changed some names when applying.
- render was use_render, changed to show_viewport so call it show_render
- texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting.
- transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
slave use output log option correctly
use os.path.join more consistently (reported by Dalai Felinto)
unify frame range (was 4 digits on master, 6 elsewhere, now 6 everywhere).
Fix occasional broken pipe between master and slave (didn't affect result, just polluted log).
- dont run mesh update functions on zero user meshes (a bit of a cheap trick but works well), made in last commit by mistake.
- dont do a scenegraph update on linking an object, run scene.update() after linking objects.
- remove split material option since we have enough slots.
- fixed reading meshes without faces.
also changed...
- read verts/faces/uvs in one struct.unpack(), should be a bit faster.
- removed mesh/material splitting, very confusing/slow code and not needed since the 16 material limit was removed.
- load image paths with bpy.path.resolve_ncase() since many 3ds's files has case mismatch with file names (applies to OBJ too).