Another bug from the tracker, reported by Mike Stramba.
A duplicated Py_XDECREF in the wrong place made assigning
arrays from Vector objects not work.
Also, fixed nasty bug in C API of idproperties (the function
to look up a property from a group was broken). Fixed a memory
leak too.
In addition, made "del group['property']" delete properties
from group; previously this would just crash (or at least it
should have). Added a small addition to the example in the
epydocs for IDGroup.
This update changes Object.properties to Object.game_properties
(as discussed) so .properties can be used for ID Properties.
This should be fine as, after all, .properties was undocumented anyway :)
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Bugfix #4951: This might be a serious change for python script writers.
-- ob.getMatrix('localspace') did not return the correct matrix when the object
had a parent; this has been corrected.
-- ob.setMatrix(m) did not work predictably (more correctly, in an easy-to-
predict manner) when an object had a parent. The method has been changed
so that if thee is a parent, it ASSUMES the matrix is "localspace",
relative to the parent. The documentation now states this.
-- ob.mat and ob.matrix are now read-only attributes, while ob.matrixLocal
(which calls Object_setMatrix() ) is now read-write.
Ton is not thrilled (is that a fair summary, Ton? ;-) with this method since
the ob->obmat is calculated from the loc/rot/size attributes of an object.
I'll let him speak on this, but I believe his desire is for this method to be
deprecated in the future and replaced with something else.
The epydocs are now updated to have idproperties;
all the modules that have bindings for ID properties
now has docs for them. E.g Materials have a .properties
members, Image, Texture, Scene, Object, NMEsh, and Mesh.
I realized that .properties was already taken in
Objects, so I renamed it to .idproperties. There was
also a nasty little problem with an example inside
Object.getType; the entire example was being pasted inside
the return field. I fixed it by just moving the return
definition to after the example, like it should be.
This commit adds supports for per-ID properties to blender.
See http://mediawiki.blender.org/index.php/BlenderDev/ID_Property
for more information on how it all works.
ID properties are accesable by python; but note that
bindings have only been added to Object and Material thus
far. However adding more bindings is easy and I plan
on adding several more hopefully within an hour of this inital
commit.
A generic UI panel is also planned, that will go wherever its
needed; for example in the material buttons, editing buttons, etc.
I'll likely submit the initial code for that as a patch, though,
so matt and ton and others can go over it and make sure it's
all good. :)
VERY important, if you intend to use ID properties please
go to http://mediawiki.blender.org/index.php/BlenderDev/PropertyStandards
and start writing the appropriate standards for it.
No other BPyModules do this and zero user lattices are kept so this check is not needed.
removed lattice.applyDeform(), this called object_apply_deform, which only gave a message to use modifiers.
changed the example in epydocs to apply the lattice using modifiers.
Added Mesh .key .removeAllKeys() and .insertKey() for MDD support (was using NMesh just for keys before)
Since this is aparently an experemental feature in NMesh we may want to change this.
BPyRender.imageFromObjectsOrtho() returns an image
Made all image bake scripts ask before overwriting a file. as well as displaying the newly created image once its rendered.
exactly the same as mesh_create_derived_render(ob) except it uses the view modifier settings.
Added an optional arg to getFromObject to 'render' so you can choose to get the mesh displayed in the 3d view or generate one with render settings.
Solved bug 4612 getFromObject now works with soft body meshes (error was caused by getting the derived mesh from a copy of the object)
removed workaround for softbody bug in object_apply_def.py
applied patch #4998 (array count), as well as adding other array settings, updated documentation as well.
added EXPP_setVec3Clamped() as a way to set a vector from getset attrs (used with array offset and scale)
* removed get/set in favor of setsetattrs
* added an element iterator to the metaball data type.
* now accepts vectors and quat for location dimensions and rotation.
and other small changes.
Docs updated shortly at.
http://members.iinet.net.au/~cpbarton/ideasman/BPY_API/Metaball-module.html
other changes
typo in image.c
metaballs constants in buttons_editing
Bugfix for #4971: Scene.unlink() was incorrectly decrementing the datablock
user count whenever an object was removed from a scene, instead of only when
the object's count reached 0. The Python code was modified to use the
existing free_and_unlink_base() function (with some modifications to allow
specifying a scene). Also fixed a bug with the undocumented return codes
from the method; it now returns True if the object was found in the scene.
object. groupTarget tells the animation system which object within a
dupligroup should be used for NLA. Equivalent to filling in the "target"
field in the NLA N-key panel.
Set groupTarget to None to remove the target.
Also, cleaned up some bad copy and pastes in existing NLA docs.
Also, cleaned up some bad copy and pastes in existing NLA docs.
animation. Object.enableNLAOverride=True sets to use NLA;
Object.enableNLAOverride=False sets to use active Action;
status=Object.enableNLAOverride shows current status
New API for accessing surface data (SurbNurb type). Right now it's hooked in
through the Curve API, since Curve.Get() doesn't differentiate between curves
and surfaces. If the curve object is 2D (pntsv > 1), the SurfNurb object is
created.
It is similar to the CurNurb type but not identical. There are only
attributes and no methods yet, and the only methods which will be added are
the non-getStuff/setStuff kind. Read the documentation to see how it works
(sorry, no examples yet).
This is a work in progress. Don't be surprised if the API changes some more.
New keyword parameters for Mesh.faces.extend() method:
* ignoreDups: turns off checks for duplicate faces in the input list and
existing mesh faces. Intended for constructing new meshes where the
faces are known to be unique.
* indexList: makes the method return a list of new faces indices, which
can be used to index new faces to add other attributes like color. If
duplicate faces are removed, None is placed in their list slot.
(inverted, normalized, transposed)
making an inverted copy of an objects matrix used to be.. (2.42)
imat= Mathutils.Matrix(ob.matrixWorld)
imat.invert()
# inverted.. I added but now removed
imat= ob.matrixWorld.inverted()
# with copy (current functionality)...
imat= ob.matrixWorld.copy().invert()
Long-awaited refactor of Object module. Should not break backward
compatibility -- at least it didn't in my tests -- but I'm requesting users
to put it through heavier testing and report problems through the bug
tracker.