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.
- 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).
path -> filepath (for rna and operators, as agreed on with elubie)
path -> data_path (for windowmanager context functions, this was alredy used in many places)
- added new mathutils.Color() type, use with rna so we can do for eg:
material.diffuse_color.r = 1.0
# also has hsv access
material.diffuse_color.s = 0.6
- made Mathutils and Geometry module names lowercase.
* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
Running scripts directly didnt call the register function, even though this is not essential its good to be able to run a script directly and see changes in the UI.
blender supports type changing for textures in a way that python doesnt.
add a new general function.
Example usage:
tex = bpy.data.textures.new("Foo")
tex.type = 'IMAGE'
tex = tex.recast_type()
Macro to give the number of users accounting for fake user.
ID_REAL_USERS(id)
Use this so you can remove a datablock if it has a fake users as well as apply transformations to it in the 3D view.
Move api function bpy.data.add_texture() --> bpy.data.textures.new()/remove()
change how data is added. eg.
bpy.data.add_mesh(name) --> bpy.data.meshes.new(name)
bpy.data.remove_lamp(lamp) --> bpy.data.lamps.remove(lamp)
image and texture stil use add_* funcs
2. Add action parameter to Select_All_Toggle operators, rename to Select_All.
Options are Toggle (default), Select, Deselect, Invert (same as select swap). This makes it possible to map separate hotkeys for select all and deselect all.
NOTE for Aligorith: I didn't change animation operators for select_all which already had an Invert operator. These should be fixed eventually.
however this meant the invoke function could not modify properties for exec to use (unless it called exec directly after)
since the popup for eg would re-instance the python class each time.
now use the operator properties directly through rna without an automatic copy.
now an operator attribute is accessed like this...
self.path --> self.properties.path