- update to addBone parenting transform code
- hide/unhide bones
- draw axes/draw names
- clear parenting and clear children from bones - removes childbase links from bone and set as root or remove parenting and set as root
(excuse me for doing all in a single commit, but they are tiny
fixes and it's bpython, that dark corner ...)
#1025 - FileSelector SEGV on dynamic callback Category:
Can't reproduce with current cvs, I'd say recent changes to fix
another crash related to FileSelector in gui-less scripts solved this
one, too.
#1028 - Reserved button event number:
Menu choices generate two events, one extra related to the menu
itself, with value=4. Made bpython ignore this extra event.
#1068 - FileSelector No file extension support:
As Ton wrote there, Blender itself doesn't support this yet. But the
requester also wanted Window.File/ImageSelector to accept a pathname. Done. Also updated doc.
#959 - Segfault on background rendering:
This happened in bg mode (blender -b filename -a, for example) when
a script with the line "Blender.Redraw()" was linked to FRAMECHANGED events. As reported in the bug page, it was because curarea is NULL in bg mode. Made Redraw() check for this and not call functions that expected curarea in Redraw, like one to swap buffers.
#1072 - Blender.Redraw() Segfault:
Good catch : ). Scripts called from the scripts win that called
Blender.Redraw() or Blender.Window.Redraw() would crash Blender because of a dirty pointer in Spacescript->script. Fixed.
This was a problem with the BezTriple type.
Write access to BezTriple via 'pt' member did not work.
Preferred method to access BPy type members, especially for
write access, is via get*/set* methods.
BezTriple.setPoints() will accept x,y coordinates as either
a tuple or a list.
Updated BezTriple section of Ipo module doc.
Basically this provides three new things:
1. Choice of a list of noise-base functions, which can be used by the
current Clouds, Marble, Wood textures as well.
2. Three new texture types: Musgrave, Voronoi and DistortedNoise
3. Python access to noise functions (not for render!)
All of this together makes Blender's builtin procedural textures a LOT
more powerful. Here again, a full webpage should be made to show off all
possibilities, and explain some of the more scientific names for settings.
A good read on Musgrave textures can be found here:
http://www.ypoart.com/Downloads/Musgrave.htm
About Voronoi:
http://www.ypoart.com/Downloads/Worley.htm
I can't find official DistortedNoise docs easily... maybe its something
Eeshlo created himself.
I've spent some time to change the patch Eeshlo provided. Worth noting:
- created main texture "Musgrave" with 5 sub choices (instead of 5 new
main textures)
- added for all new textures the option to scale (zoom in out)
- added patch in do_versions to initialize variables
I hope the Python team will check on the Noise.c API. And include in docs!
* Typo fixed in IpoCurve_getInterpolation.
'Bonstant' was used, while 'Constant' is what we want.
* IpoCurve.getName now also returns curve names for action-IPOs.
* Update to the Object module:
Added obj.getTimeOffset() and obj.setTimeOffset() methods
Anders Nilsson has promissed me to provide some updated Python API docs :)
- tentative fix for scripts with CR/LF endings and split lines:
in 2.32, the ac3d and vrml2 exporters, for example, had lines
split with '\\\\' and so gave syntax errors when executed on Win
platforms, because the scripts bundled with Win binaries had dos
line endings.
- Chris Keith has written code to execute Python scripts from the
command-line, with '-P ' switch: "blender -P filename":
a Blender.Quit function was also added, so Blender can quit after
running the script (end the script with Blender.Quit()), but there's
still work to be done in this part, including adding more functions,
to load / save .blend files and to run scripts. More testing and
discussions are necessary.
Thanks Chris, for both your contributions and your patience, since I
wasn't available to check / commit this for a while.
data definitions from .h files into corresponding .c files.
Blame zr for this since he's the one who pointed out that our
bpy headers were a mish-mash of stuff that belonged in the .c files!
In a nutshell, the headers should contain the declarations necessary
to use a module or class. The implementation files ( .c in this case )
should contain statements that allocate storage ( definitions in
the C sense ) and executable code.
When used at file scope, the keyword 'static' means "don't tell
anyone else about this". Since headers describe a public
interface, static declarations and definitions belong in the
implementation files.
The net result of all this is that after stuff has moved out
into the .c files, the .h files are empty or mostly empty.
I didn't delete them since there seem to be some public
declarations and because I did not want to cause too much
disruption at one time. Time enough for that later!
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
of source that actually edit mesh *data* vs. areas that just edit
mesh object information.
of zr). This struct was never written to file and the new 'int based'
MFace can be used in it's place. Some removal of redundant code could
perhaps be done now (I didn't do any though, just "s/MFaceInt/MFace/").
* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
- support for quaternions, euler, vector, matrix operations.
- euler supports unique rotation calculation
- new matrix memory construction and internal functions
- quaternion slerp and diff calculation
- 2d, 3d, 4d vector construction and handling
- full conversion support between types
- update to object/window to reflect to matrix type
- update to types/blender/module to reflect new module
* Almost all library settings are now available in the config.opts user option
file.
* All platform variables had to be updated to make this possible. Things are
much clearer now, but I only was able to test the changes on Linux. I've
tried to update all other platform variables, but things are most likely to
be broken. Please contact me how to resolve the issues.
Note: Before running scons, remove your existing config.opts file to get all
new options.
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
- tiny harmless change in module Blender.Material's *doc*.
Aphex: tested your fix for windows (thank you -- and Bill Baxter for reporting):
It doesn't break anything here (linux). So probably no need for #ifdef's.
win32 from locating .blender/scripts.
I'm hoping other OSes are a little more forgiving about these things...
but PLEASE test, else we may need to #ifdef it.