This simply adds a third "translation type" (in addition to iface and tip), "new data", with relevant user settings flag and helper funcs/macros (and py api).
Currently implemented name translation when adding new objects, as well as modifiers and constraints, will add the others (cd layers, scenes, perhaps nodes [though I think they do not need this], etc.) later.
Issue is that the real default context is NULL, however, in python and RNA, this value can't be used easily. So we use a specific string instead ("*"), defined as BLF_I18NCONTEXT_DEFAULT_BPYRNA.
From now on, all bpy/rna code should only use the BLF_I18NCONTEXT_DEFAULT_BPYRNA value, while all "usual" C code should use the BLF_I18NCONTEXT_DEFAULT value (BLF_pgettext is still able to "understand" both, anyway).
Also added BLF_is_default_context helper func, so that we can keep that check in a single place!
Finally, we should no need anymore to understand the void string "" as default context too - two values for a same thing are more than enough!
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
from Lawrence D'Oliveiro (ldo)
More use of bool type, necessitating adding inclusion of BLI_utildefines.h, or moving it up in the inclusion order if it was already included, in various places
- storage.c: make some variables only used in bli_builddir local to that
- storage.c: BLI_file_descriptor_size should allow 0 as a valid file descriptor
- path_util.c: make pointers to non-reentrant storage returned from folder routines const, necessitating making variables holding these returned pointers const elsewhere as well
- path_util.c: BLI_string_to_utf8 closes iconv context in case of conversion error
- blf_lang.c: fill_locales routine now has its own "languages" local variable to construct paths (was stealing internal storage belonging to BLI_get_folder before)
This also revealed another bug, as you could not explicitely set default context to text_ctxt UI func parameter (None is not accpeted by RNA string props), so I had to change default context from py POV to "*" instead of None.
Anyway, that physics UI translation remains weak, as the trick used here (helper func) prevents message extractor script to directly find them. Currently it works because specified labels are also defined elsewhere, but it would be nice to have some kind of "translation markers" in py code too (similar to our N_/CTX_N_ C macros, unfortunately python does not have preprocessing ;) )...
add a warning when python leaves the modified mesh without calling bmesh.update_edit_mesh()s.
this doesn't fix the crash but points to the likely cause.
(Did not add those when I created that module, because I did not thought we would actually need them in usual UI code, but turned out I was wrong).
Also made some optimizations in those py gettext funcs, when i18n is disabled at build time, no need to do pyobject -> cstring -> pyobject conversions!.
Python wasn't able to set 'OperatorType.prop', which is used by uiButGetStrInfo().
add 'bl_property' to python operators which is assigned to OperatorType.prop when registering.
(api docs coming next)
Also now display nice "area" units (maybe using "length" units was a perf matter, but anyway, you can't have more than a few tens of values displayed at a time, after that they become unreadable). Easy to undo anyway if we really want to keep ugly "10m" as area display!
This should not be needed, I really see no reason for this linking error, but I'd rather use this hack than wasting more time over this issue. When will we get rid of this "two build systems to maintain" time-wasting situation?