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authorWillian Padovani Germano <wpgermano@gmail.com>2005-05-20 09:14:03 +0400
committerWillian Padovani Germano <wpgermano@gmail.com>2005-05-20 09:14:03 +0400
commit8f080e024f51d06e2de42b759f065a2f50fa7ecc (patch)
treefce00186d3ac6bf116f37b79bf70a0035a3ab765 /source/blender/python/api2_2x/doc/Scene.py
parentfcadf9cc349a83a22cd86d4089a49ee4c3cfa3f8 (diff)
BPython: bug fixes / patches from trackers
(excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
Diffstat (limited to 'source/blender/python/api2_2x/doc/Scene.py')
-rw-r--r--source/blender/python/api2_2x/doc/Scene.py15
1 files changed, 15 insertions, 0 deletions
diff --git a/source/blender/python/api2_2x/doc/Scene.py b/source/blender/python/api2_2x/doc/Scene.py
index 815084b72e9..f722b772184 100644
--- a/source/blender/python/api2_2x/doc/Scene.py
+++ b/source/blender/python/api2_2x/doc/Scene.py
@@ -7,6 +7,7 @@ B{New}:
- L{Scene.clearScriptLinks} accepts a parameter now.
- L{Scene.getLayers}, L{Scene.setLayers} and the L{layers<Scene.layers>} and
L{Layers<Scene.Layers>} Scene attributes.
+ - L{Scene.getActiveObject} method.
Scene
=====
@@ -189,6 +190,20 @@ class Scene:
particular scene.
"""
+ def getActiveObject():
+ """
+ Get this scene's active object.
+ @note: the active object, if selected, can also be retrieved with
+ L{Object.GetSelected} -- it is the first item in the returned
+ list. But even when no object is selected in Blender, there can be
+ an active one (if the user enters editmode, for example, this is the
+ object that should become available for edition). So what makes this
+ scene method different from C{Object.GetSelected()[0]} is that it can
+ return the active object even when no objects are selected.
+ @rtype: Blender Object or None
+ @return: the active object or None if not available.
+ """
+
def getCurrentCamera():
"""
Get the currently active Camera for this Scene.