* 2 new enums event_value_items and event_type_items in RNA_enum_types.h
* WM_key_event_string now uses an RNA enum lookup rather then its own switch statement.
* moved wmEvent from WM_types.h into DNA_windowmanager_types.h
* added RNA_enum_identifier and RNA_enum_name to get strings from an enum value.
* Python apis iterator didnt work, for example [f for f in mesh.faces] # failed.
* Python apis collection.items(), collections without names now return (index,value) pairs, better then returning nothing.
* bpy.ui and bpy.props modules were incorrectly named
* Mesh vertex colors red/blue needed to be swapped on getting/setting.
* Mesh vertex colors were not clamped.
Updated Mathutils.Vector/Euler/Quaternion/Matrix so these are types rather then module methods, each type now has a tp_new function, matching python builtins float/int/str.
Also cleaned up float conversion and arg passing.
Changed buttons_objects.py...
if ob in groups.objects: # no longer works
if ob.name in groups.objects: # is the new syntax
...its more dict like and a lot faster (avoids python iterating over each item and comparing each, use a single rna lookup instead).
Merging changes made by Arystanbek in the soc-2009-kazanbas branch,
plus some things modified and added by me.
* Operator exec is called execute in python now, due to conflicts
with python exec keyword.
* Operator invoke/execute now get context argument.
* Fix crash executing operators due to bpy_import_main_set not being
set with Main pointer.
* The bpy.props module now has the FloatProperty/IntProperty/
StringProperty/BoolProperty functions to define RNA properties for
operators.
* Operators now have an __operator__ property to get the actual RNA
operator pointers, this is only temporary though.
* bpy.ops.add now allows the operator to be already registered, it
will simply overwrite the existing one.
* Both the ui and io directories are now scanned and run on startup.
Merging changes made by Arystanbek in the soc-2009-kazanbas branch,
plus some things modified and added by me.
* The API files now all in the makesrna module, convention is to
call them e.g. rna_mesh_api.c for rna_mesh.c. Note for visual
studio build maintainers, the rna_*_api.c files are compiled as
part of "makesrna", but do not have rna_*_gen.c generated as part
of the library. SCons/cmake/make were updated.
* Added function flags FUNC_USE_CONTEXT and FUNC_USE_REPORTS, to
allow RNA functions to get context and error reporting parameters
optionally. Renamed FUNC_TYPESTATIC to FUNC_NO_SELF.
* RNA collections now have a pointer to add/remove FunctionRNA's, this
isn't actually used anywhere yet, purpose is to make an alias
main.meshes.add() for main.add_mesh() in python.
* Fixes to make autogenerating property set/get for multidimensional
arrays work, though a 4x4 matrix will be exposed as a length 16
one dimensional RNA array.
* Functions and properties added:
* Main.add_mesh()
* Main.remove_mesh()
* Object.matrix
* Object.create_render_mesh()
* WindowManager.add_fileselect()
* Update cmake and makefiles to link python generic.
* Fix game engine building for cmake and makefiles.
* Fix compile error with py 3.x, due to 2.x compat fix.
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3
python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
* Removed modules Expression and CValue, neither were ever available.
* Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced).
* resetting the original blend file path didint work (own fault == -> =)
* Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules,
Looks like they want us to use init-tab array, but this doesn't suit us since
it needs to be setup before python is initialized.
* Documented GameLogic.globalDict
* Added icon to property and enum property items. The latter is
responsible for the large number of files changed.
* For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA
as argument instead of a C pointer, instead of doing it implicitly
with the AnyType type.
* Material: properly wrap diffuse/specular param variables, and
rename some things for consistency.
* MaterialTextureSlot: added "enabled" property (ma->septex).
* Image: make animated property editable.
* Image Editor: make some things editable, notifiers, respect state.
* Context: fix issue with screen not being set as ID.
Send the full python stack trace to the reporting api,
added BPY_exception_buffer which temporarily overrides sys.stdout and sys.stderr to get the output (uses the io module in py3 StringIO in py2 to avoid writing into a real file), pity the Py/C api has no function to do this.
fix for crash when showing menu's that have no items.
If a total of 30 subdirs was hit, or 4 dirs deep was hit - script scanning would quit, skipping files in the root scripts path too.
To work around this the script pack included some of blenders scripts twice just so they would get into the menu but this is a dodgy workaround.
* dont stop scanning for scripts when limits are reached (just dont scan further).
* global 30 dir limit per scan is silly - removed.
* limit recursive depth is kept but keep scanning at lower depths.
* bumped recursive limit from 4 to 6
* flt_properties.py had #!BPY without a menu header.
Adds access to...
- Anisotropy
- Mirr Threshold
- Trans Threshold
Breaks rule of no additions but python data access is quite safe, vray exporter needed these attributes.
[#18891] BGE Convert script Python 2.5 compatible
Example sequencer menu
self.layout.column()
self.layout.item_enumO("SEQUENCER_OT_effect_strip_add", property='type', value='ADD', text="Effect Strip (Add)")
* Accept None as NULL pointers through python function calls.
* Added type callback for pointers back, it's useful still in
some cases. Made Object.data editable using this, the pointer
type varying based on object type.
* Wrap pin ID pointer in buttons space.
* Added subclasses for text and surface curve ID blocks, to
organize data better and get proper icons.
* Added RNA_type_to_ID_code and ID_code_to_RNA_type functions.
* Update RNA_access.h with new RNA types.
This allows the sequencers Add-Image strip to work like it does in 2.4x.
- as well as setting the "filename" operator property, operators can have collections called "files" and "dirs" which are set when available.
- RNA_OperatorFileListElement as new collection type, its a bit redundant since each item only has a "name" property but its needed since we don't have a string array type.
- the file selector now prints operators it runs.
Tested with python, adding a list of images works to the sequencer works.
bpy.ops.SEQUENCER_OT_image_strip_add(name="MyImages", start_frame=54, channel=2, filename="/somedir/", replace_sel=True, files=[{"name":"test1.png"}, {"name":"test2.png"}])
- Support for python to convert a PyObject into a collection (uses a list of dicts - quite verbose :/)
- Operators can now take collection args when called from python.
- Support for printing operators that use collections (macro recording).
- Added RNA_pointer_as_string which prints all pointer prop values as a python dict.
Example that can run in the in test.py (F7 key)
bpy.ops.VIEW3D_OT_select_lasso(path=[{"loc":(0, 0), "time":0}, {"loc":(1000, 0), "time":0}, {"loc":(1000, 1000), "time":0}], type='SELECT')
for some reason lasso locations always print as 0,0. Need to look into why this is.
CID: 595
Checker: OVERRUN_STATIC (help)
File: base/src/source/blender/python/api2_2x/sceneSequence.c
Function: Sequence_setProxyDir
Description: Overrun of static array "&((((self)->seq)->strip)->proxy)->dir" of size 160 bytes by passing it to a function which indexes it with argument "248" at byte position 247
Wasn't using the size of dir it was using the sizeof the struct dir is in.
Fixed.
Kent
Internal texts file on disk is not used it seems python warnings dont support this (even though exceptions do).
The most common cause of this is passing a float as an argument to a method that took an int.
get around this by setting __file__ in the namespace to the script name before executing the script, the file lines are not found but at least the output is not weird and confusing.
Added read only 'mode' attribute to the python controller so there is a way to tell if its executing a module or a script. Updated docs to better explain execution methods.
if(SDL_PollEvent(&sdl_event)) // if -> while fixed it
removed 'm_buttonnum' was misleading, wasn't used as you expect.
Added gravity to variable to world to be used by collada.
importing "pygame" failed when running the BGE for the second time.
Rather then clearing modules, backup and restore them (as its doing with sys.path)
This way the BGE will never remember any modules imported during game play (which can cause bugs/crashes), but it also wont break pythons state by possibly removing modules that are being used internally.
- Removed/Commented some unused vars
- CValue::GetPropertyText() could return a temp reference to a variable on the stack, option wasnt used anywhere so removed.
- KX_ConstraintWrapper::GetConstraintId allows args but ignored them
- KX_ConstraintWrapper::PySetParam didnt return NULL on an error (messing up pythons exceptions).
- BLI_natstrcmp didnt return 0 when the while loop exited
Found that subclassing an RNA struct (without even registering or instancing adds a reference to Py_None).
Unlikely a python bug, tested with py2.6 and 3.1
Still not happy with this in the long term but its less problematic then storing the context in pythons namespace which couldn't be set before importing modules.
This might fix a crash quite a few people have reported (but I cant reproduce).
- Setting the constraint script from python didnt update the target count
- Setting objects didnt work at all, since it checked the input sequence for being an BPy_Object type (rather then an item in the sequence)
* template_modifier creates the modifier box, and returns a layout
to put the buttons in.
* Only the armature modifier is now done with python code, all other
modifiers use C code. To convert a modifier to python, remove the
corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
especially to make pointers editable. Mostly that is a matter of
defining an own _set callback and put some of the modifier C code
into it.
* Still various buttons that don't work, like for hooks or mesh
deform binding.
* Fix for crashing decimate modifier (still disabled).
* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.