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-rw-r--r--doc/doxygen/Doxyfile2
-rw-r--r--doc/python_api/examples/bpy.app.translations.py59
-rw-r--r--doc/python_api/examples/bpy.types.Operator.5.py15
-rw-r--r--doc/python_api/rst/bge.app.rst1
-rw-r--r--doc/python_api/rst/bge_types/bge.types.BL_ShapeActionActuator.rst4
-rw-r--r--doc/python_api/rst/gpu.rst8
-rw-r--r--doc/python_api/rst/include__bmesh.rst15
-rw-r--r--doc/python_api/rst/info_overview.rst44
-rw-r--r--doc/python_api/rst/info_tutorial_addon.rst635
-rw-r--r--doc/python_api/rst_from_bmesh_opdefines.py2
-rw-r--r--doc/python_api/sphinx_doc_gen.py60
-rw-r--r--doc/python_api/static/blender_logo.svg116
-rw-r--r--doc/python_api/static/favicon.ico (renamed from doc/python_api/blender-org/static/favicon.ico)bin1150 -> 1150 bytes
13 files changed, 261 insertions, 700 deletions
diff --git a/doc/doxygen/Doxyfile b/doc/doxygen/Doxyfile
index 8b3a97816ba..a3ccf9227d3 100644
--- a/doc/doxygen/Doxyfile
+++ b/doc/doxygen/Doxyfile
@@ -38,7 +38,7 @@ PROJECT_NAME = Blender
# could be handy for archiving the generated documentation or if some version
# control system is used.
-PROJECT_NUMBER = "V2.8x"
+PROJECT_NUMBER = "V2.79"
# Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer a
diff --git a/doc/python_api/examples/bpy.app.translations.py b/doc/python_api/examples/bpy.app.translations.py
index e41623d2885..4256147ef31 100644
--- a/doc/python_api/examples/bpy.app.translations.py
+++ b/doc/python_api/examples/bpy.app.translations.py
@@ -32,3 +32,62 @@ Module References
-----------------
"""
+
+import bpy
+
+# This block can be automatically generated by UI translations addon, which also handles conversion with PO format.
+# See also https://wiki.blender.org/index.php/Dev:Doc/Process/Translate_Blender#Translating_non-official_addons
+# It can (should) also be put in a different, specific py file.
+
+# ##### BEGIN AUTOGENERATED I18N SECTION #####
+# NOTE: You can safely move around this auto-generated block (with the begin/end markers!),
+# and edit the translations by hand.
+# Just carefully respect the format of the tuple!
+
+# Tuple of tuples ((msgctxt, msgid), (sources, gen_comments), (lang, translation, (is_fuzzy, comments)), ...)
+translations_tuple = (
+ (("*", ""),
+ ((), ()),
+ ("fr_FR", "Project-Id-Version: Copy Settings 0.1.5 (r0)\nReport-Msgid-Bugs-To: \nPOT-Creation-Date: 2013-04-18 15:27:45.563524\nPO-Revision-Date: 2013-04-18 15:38+0100\nLast-Translator: Bastien Montagne <montagne29@wanadoo.fr>\nLanguage-Team: LANGUAGE <LL@li.org>\nLanguage: __POT__\nMIME-Version: 1.0\nContent-Type: text/plain; charset=UTF-8\nContent-Transfer-Encoding: 8bit\n",
+ (False,
+ ("Blender's translation file (po format).",
+ "Copyright (C) 2013 The Blender Foundation.",
+ "This file is distributed under the same license as the Blender package.",
+ "FIRST AUTHOR <EMAIL@ADDRESS>, YEAR."))),
+ ),
+ (("Operator", "Render: Copy Settings"),
+ (("bpy.types.SCENE_OT_render_copy_settings",),
+ ()),
+ ("fr_FR", "Rendu : copier réglages",
+ (False, ())),
+ ),
+ (("*", "Copy render settings from current scene to others"),
+ (("bpy.types.SCENE_OT_render_copy_settings",),
+ ()),
+ ("fr_FR", "Copier les réglages de rendu depuis la scène courante vers d’autres",
+ (False, ())),
+ ),
+ # ... etc, all messages from your addon.
+)
+
+translations_dict = {}
+for msg in translations_tuple:
+ key = msg[0]
+ for lang, trans, (is_fuzzy, comments) in msg[2:]:
+ if trans and not is_fuzzy:
+ translations_dict.setdefault(lang, {})[key] = trans
+
+# ##### END AUTOGENERATED I18N SECTION #####
+
+# Define remaining addon (operators, UI...) here.
+
+def register():
+ # Usual operator/UI/etc. registration...
+
+ bpy.app.translations.register(__name__, translations_dict)
+
+
+def unregister():
+ bpy.app.translations.unregister(__name__)
+
+ # Usual operator/UI/etc. unregistration...
diff --git a/doc/python_api/examples/bpy.types.Operator.5.py b/doc/python_api/examples/bpy.types.Operator.5.py
index 310eeceadf3..c1a49a756a0 100644
--- a/doc/python_api/examples/bpy.types.Operator.5.py
+++ b/doc/python_api/examples/bpy.types.Operator.5.py
@@ -2,13 +2,14 @@
Modal Execution
+++++++++++++++
-This operator defines a :class:`Operator.modal` function which running,
-handling events until it returns ``{'FINISHED'}`` or ``{'CANCELLED'}``.
-
-Grab, Rotate, Scale and Fly-Mode are examples of modal operators.
-They are especially useful for interactive tools,
-your operator can have its own state where keys toggle options as the operator
-runs.
+This operator defines a :class:`Operator.modal` function that will keep being
+run to handle events until it returns ``{'FINISHED'}`` or ``{'CANCELLED'}``.
+
+Modal operators run every time a new event is detected, such as a mouse click
+or key press. Conversely, when no new events are detected, the modal operator
+will not run. Modal operators are especially useful for interactive tools, an
+operator can have its own state where keys toggle options as the operator runs.
+Grab, Rotate, Scale, and Fly-Mode are examples of modal operators.
:class:`Operator.invoke` is used to initialize the operator as being by
returning ``{'RUNNING_MODAL'}``, initializing the modal loop.
diff --git a/doc/python_api/rst/bge.app.rst b/doc/python_api/rst/bge.app.rst
index 34b9263db0c..e8b91ffbcaf 100644
--- a/doc/python_api/rst/bge.app.rst
+++ b/doc/python_api/rst/bge.app.rst
@@ -47,4 +47,3 @@ Module to access application values that remain unchanged during runtime.
True if the BGE has been built with physics support.
:type: bool
-
diff --git a/doc/python_api/rst/bge_types/bge.types.BL_ShapeActionActuator.rst b/doc/python_api/rst/bge_types/bge.types.BL_ShapeActionActuator.rst
index d08a761ed95..4bb3d273cb9 100644
--- a/doc/python_api/rst/bge_types/bge.types.BL_ShapeActionActuator.rst
+++ b/doc/python_api/rst/bge_types/bge.types.BL_ShapeActionActuator.rst
@@ -59,7 +59,7 @@ base class --- :class:`SCA_IActuator`
.. attribute:: mode
- The operation mode of the actuator. Can be one of :ref:`these constants<shape-action-actuator>`.
+ The operation mode of the actuator. Can be one of :ref:`these constants<action-actuator>`.
:type: integer
@@ -68,5 +68,3 @@ base class --- :class:`SCA_IActuator`
The name of the property that is set to the current frame number.
:type: string
-
-
diff --git a/doc/python_api/rst/gpu.rst b/doc/python_api/rst/gpu.rst
index 6c38122a573..cf639357a31 100644
--- a/doc/python_api/rst/gpu.rst
+++ b/doc/python_api/rst/gpu.rst
@@ -6,6 +6,13 @@ GPU functions (gpu)
This module provides access to materials GLSL shaders.
+Submodules:
+
+.. toctree::
+ :maxdepth: 1
+
+ gpu.offscreen.rst
+
Intro
=====
@@ -24,7 +31,6 @@ and in the game engine.
Constants
=========
-
GLSL Data Type
--------------
diff --git a/doc/python_api/rst/include__bmesh.rst b/doc/python_api/rst/include__bmesh.rst
index 83e3e73cea4..bed374bf7b6 100644
--- a/doc/python_api/rst/include__bmesh.rst
+++ b/doc/python_api/rst/include__bmesh.rst
@@ -7,14 +7,17 @@
Submodules:
-* :mod:`bmesh.ops`
-* :mod:`bmesh.types`
-* :mod:`bmesh.utils`
-* :mod:`bmesh.geometry`
+.. toctree::
+ :maxdepth: 1
+ bmesh.ops.rst
+ bmesh.types.rst
+ bmesh.utils.rst
+ bmesh.geometry.rst
-Intro
------
+
+Introduction
+------------
This API gives access the blenders internal mesh editing api, featuring geometry connectivity data and
access to editing operations such as split, separate, collapse and dissolve.
diff --git a/doc/python_api/rst/info_overview.rst b/doc/python_api/rst/info_overview.rst
index ba2e6949b81..721374cd472 100644
--- a/doc/python_api/rst/info_overview.rst
+++ b/doc/python_api/rst/info_overview.rst
@@ -5,23 +5,25 @@
Python API Overview
*******************
-This document is to give an understanding of how Python and Blender fit together,
-covering some of the functionality that isn't obvious from reading the API reference and example scripts.
+The purpose of this document is to explain how Python and Blender fit together,
+covering some of the functionality that may not be obvious from reading the API
+references and example scripts.
Python in Blender
=================
-Blender embeds a Python interpreter which is started with Blender and stays active.
-This interpreter runs scripts to draw the user interface and is used for some of Blender's internal tools too.
+Blender has an embedded Python interpreter which is loaded when Blender is started and stays
+active while Blender is running. This interpreter runs scripts to draw the user interface
+and is used for some of Blender’s internal tools as well.
-This is a typical Python environment so tutorials on how to write Python scripts
-will work running the scripts in Blender too.
-Blender provides the :mod:`bpy` module to the Python interpreter.
-This module can be imported in a script and gives access to Blender data, classes, and functions.
-Scripts that deal with Blender data will need to import this module.
+Blender's embedded interpreter provides a typical Python environment, so code from tutorials
+on how to write Python scripts can also be run with Blender’s interpreter. Blender provides its
+Python modules, such as :mod:`bpy` and :mod:`mathutils`, to the embedded interpreter so they can
+be imported into a script and give access to Blender's data, classes, and functions. Scripts that
+deal with Blender data will need to import the modules to work.
-Here is a simple example of moving a vertex of the object named **Cube**:
+Here is a simple example which moves a vertex attached to an object named **Cube**:
.. code-block:: python
@@ -49,15 +51,17 @@ See the :ref:`directory layout docs <blender_manual:getting-started_installing-c
Script Loading
==============
-This may seem obvious but it's important to note the difference
-between executing a script directly or importing it as a module.
+This may seem obvious, but it is important to note the difference between
+executing a script directly and importing a script as a module.
-Scripts that extend Blender - define classes that exist beyond the scripts execution,
-this makes future access to these classes (to unregister for example)
-more difficult than importing as a module where class instance is kept
-in the module and can be accessed by importing that module later on.
+Extending Blender by executing a script directly means the classes that the script
+defines remain available inside Blender after the script finishes execution.
+Using scripts this way makes future access to their classes
+(to unregister them for example) more difficult compared to importing the scripts as modules.
+When a script is imported as a module, its class instances will remain
+inside the module and can be accessed later on by importing that module again.
-For this reason it's preferable to only use directly execute scripts that don't extend Blender by registering classes.
+For this reason it is preferable to avoid directly executing scripts that extend Blender by registering classes.
Here are some ways to run scripts directly in Blender.
@@ -396,8 +400,8 @@ This works just as well for PropertyGroup subclasses you define yourself.
Dynamic Defined-Classes (Advanced)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-In some cases the specifier for data may not be in Blender,
-renderman shader definitions for example and it may be useful to define types and remove them on the fly.
+In some cases the specifier for data may not be in Blender, renderman shader definitions
+for example, and it may be useful to define them as types and remove them on the fly.
.. code-block:: python
@@ -420,7 +424,7 @@ renderman shader definitions for example and it may be useful to define types an
This is an alternative syntax for class creation in Python, better suited to constructing classes dynamically.
-Calling these operators:
+To call the operators from the previous example:
>>> bpy.ops.object.operator_1()
Hello World OBJECT_OT_operator_1
diff --git a/doc/python_api/rst/info_tutorial_addon.rst b/doc/python_api/rst/info_tutorial_addon.rst
deleted file mode 100644
index 92fbf9b8787..00000000000
--- a/doc/python_api/rst/info_tutorial_addon.rst
+++ /dev/null
@@ -1,635 +0,0 @@
-
-Add-on Tutorial
-###############
-
-************
-Introduction
-************
-
-
-Intended Audience
-=================
-
-This tutorial is designed to help technical artists or developers learn to extend Blender.
-An understanding of the basics of Python is expected for those working through this tutorial.
-
-
-Prerequisites
--------------
-
-Before going through the tutorial you should...
-
-- Familiarity with the basics of working in Blender.
-- Know how to run a script in Blender's text editor (as documented in the quick-start)
-- Have an understanding of Python primitive types (int, boolean, string, list, tuple, dictionary, and set).
-- Be familiar with the concept of Python modules.
-- Basic understanding of classes (object orientation) in Python.
-
-
-Suggested reading before starting this tutorial.
-
-- `Dive Into Python <http://getpython3.com/diveintopython3/index.html>`_ sections (1, 2, 3, 4, and 7).
-- :ref:`Blender API Quickstart <info_quickstart>`
- to help become familiar with Blender/Python basics.
-
-
-To best troubleshoot any error message Python prints while writing scripts you run blender with from a terminal,
-see :ref:`Use The Terminal <use_the_terminal>`.
-
-
-Documentation Links
-===================
-
-While going through the tutorial you may want to look into our reference documentation.
-
-- :ref:`Blender API Overview <info_overview>`. -
- *This document is rather detailed but helpful if you want to know more on a topic.*
-- :mod:`bpy.context` api reference. -
- *Handy to have a list of available items your script may operate on.*
-- :class:`bpy.types.Operator`. -
- *The following add-ons define operators, these docs give details and more examples of operators.*
-
-
-*******
-Add-ons
-*******
-
-What is an Add-on?
-==================
-
-An add-on is simply a Python module with some additional requirements so Blender can display it in a list with useful
-information.
-
-To give an example, here is the simplest possible add-on.
-
-.. code-block:: python
-
- bl_info = {"name": "My Test Add-on", "category": "Object"}
- def register():
- print("Hello World")
- def unregister():
- print("Goodbye World")
-
-
-- ``bl_info`` is a dictionary containing add-on metadata such as the title,
- version and author to be displayed in the user preferences add-on list.
-- ``register`` is a function which only runs when enabling the add-on,
- this means the module can be loaded without activating the add-on.
-- ``unregister`` is a function to unload anything setup by ``register``, this is called when the add-on is disabled.
-
-
-Notice this add-on does not do anything related to Blender, (the :mod:`bpy` module is not imported for example).
-
-This is a contrived example of an add-on that serves to illustrate the point
-that the base requirements of an add-on are simple.
-
-An add-on will typically register operators, panels, menu items etc, but its worth noting that _any_ script can do this,
-when executed from the text editor or even the interactive console - there is nothing inherently different about an
-add-on that allows it to integrate with Blender, such functionality is just provided by the :mod:`bpy` module for any
-script to access.
-
-So an add-on is just a way to encapsulate a Python module in a way a user can easily utilize.
-
-.. note::
-
- Running this script within the text editor won't print anything,
- to see the output it must be installed through the user preferences.
- Messages will be printed when enabling and disabling.
-
-
-Your First Add-on
-=================
-
-The simplest possible add-on above is useful as an example but not much else.
-This next add-on is simple but shows how to integrate a script into Blender using an ``Operator``
-which is the typical way to define a tool accessed from menus, buttons and keyboard shortcuts.
-
-For the first example we will make a script that simply moves all objects in a scene.
-
-
-Write The Script
-----------------
-
-Add the following script to the text editor in Blender.
-
-.. code-block:: python
-
- import bpy
-
- scene = bpy.context.scene
- for obj in scene.objects:
- obj.location.x += 1.0
-
-
-Click the :ref:`Run Script button <blender_manual:editors-text-run-script>`,
-all objects in the active scene are moved by 1.0 Blender unit.
-
-
-Write the Add-on (Simple)
--------------------------
-
-This add-on takes the body of the script above, and adds them to an operator's ``execute()`` function.
-
-
-.. code-block:: python
-
- bl_info = {
- "name": "Move X Axis",
- "category": "Object",
- }
-
- import bpy
-
-
- class ObjectMoveX(bpy.types.Operator):
- """My Object Moving Script""" # blender will use this as a tooltip for menu items and buttons.
- bl_idname = "object.move_x" # unique identifier for buttons and menu items to reference.
- bl_label = "Move X by One" # display name in the interface.
- bl_options = {'REGISTER', 'UNDO'} # enable undo for the operator.
-
- def execute(self, context): # execute() is called by blender when running the operator.
-
- # The original script
- scene = context.scene
- for obj in scene.objects:
- obj.location.x += 1.0
-
- return {'FINISHED'} # this lets blender know the operator finished successfully.
-
- def register():
- bpy.utils.register_class(ObjectMoveX)
-
-
- def unregister():
- bpy.utils.unregister_class(ObjectMoveX)
-
-
- # This allows you to run the script directly from blenders text editor
- # to test the add-on without having to install it.
- if __name__ == "__main__":
- register()
-
-
-.. note::
-
- ``bl_info`` is split across multiple lines, this is just a style convention used to more easily add items.
-
-.. note::
-
- Rather than using ``bpy.context.scene``, we use the ``context.scene`` argument passed to ``execute()``.
- In most cases these will be the same however in some cases operators will be passed a custom context
- so script authors should prefer the ``context`` argument passed to operators.
-
-To test the script you can copy and paste this into Blender text editor and run it, this will execute the script
-directly and call register immediately.
-
-However running the script wont move any objects, for this you need to execute the newly registered operator.
-
-.. image:: spacebar.png
- :width: 924px
- :align: center
- :height: 574px
- :alt: Spacebar
-
-Do this by pressing :kbd:`Spacebar` to bring up the operator search dialog and type in
-"Move X by One" (the ``bl_label``), then :kbd:`Enter`.
-
-
-
-The objects should move as before.
-
-*Keep this add-on open in Blender for the next step - Installing.*
-
-
-Install The Add-on
-------------------
-
-Once you have your add-on within in Blender's text editor,
-you will want to be able to install it so it can be enabled in the user preferences to load on startup.
-
-Even though the add-on above is a test, lets go through the steps anyway so you know how to do it for later.
-
-To install the Blender text as an add-on you will first have to save it to disk, take care to obey the naming
-restrictions that apply to Python modules and end with a ``.py`` extension.
-
-Once the file is on disk, you can install it as you would for an add-on downloaded online.
-
-Open the user :menuselection:`File --> User Preferences`,
-Select the *Add-on* section, press *Install Add-on...* and select the file.
-
-Now the add-on will be listed and you can enable it by pressing the check-box,
-if you want it to be enabled on restart, press *Save as Default*.
-
-.. note::
-
- The destination of the add-on depends on your Blender configuration.
- When installing an add-on the source and destination path are printed in the console.
- You can also find add-on path locations by running this in the Python console.
-
- .. code-block:: python
-
- import addon_utils
- print(addon_utils.paths())
-
- More is written on this topic here:
- :ref:`Directory Layout <blender_manual:getting-started_installing-config-directories>`.
-
-
-Your Second Add-on
-==================
-
-For our second add-on, we will focus on object instancing - this is - to make linked copies of an object in a
-similar way to what you may have seen with the array modifier.
-
-
-Write The Script
-----------------
-
-As before, first we will start with a script, develop it, then convert into an add-on.
-
-.. code-block:: python
-
- import bpy
- from bpy import context
-
- # Get the current scene
- scene = context.scene
-
- # Get the 3D cursor
- cursor = scene.cursor_location
-
- # Get the active object (assume we have one)
- obj = scene.objects.active
-
- # Now make a copy of the object
- obj_new = obj.copy()
-
- # The object won't automatically get into a new scene
- scene.objects.link(obj_new)
-
- # Now we can place the object
- obj_new.location = cursor
-
-
-Now try copy this script into Blender and run it on the default cube.
-Make sure you click to move the 3D cursor before running as the duplicate will appear at the cursor's location.
-
-
-... go off and test ...
-
-
-After running, notice that when you go into edit-mode to change the cube - all of the copies change,
-in Blender this is known as *Linked-Duplicates*.
-
-
-Next, we're going to do this in a loop, to make an array of objects between the active object and the cursor.
-
-
-.. code-block:: python
-
- import bpy
- from bpy import context
-
- scene = context.scene
- cursor = scene.cursor_location
- obj = scene.objects.active
-
- # Use a fixed value for now, eventually make this user adjustable
- total = 10
-
- # Add 'total' objects into the scene
- for i in range(total):
- obj_new = obj.copy()
- scene.objects.link(obj_new)
-
- # Now place the object in between the cursor
- # and the active object based on 'i'
- factor = i / total
- obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor))
-
-
-Try run this script with with the active object and the cursor spaced apart to see the result.
-
-With this script you'll notice we're doing some math with the object location and cursor, this works because both are
-3D :class:`mathutils.Vector` instances, a convenient class provided by the :mod:`mathutils` module and
-allows vectors to be multiplied by numbers and matrices.
-
-If you are interested in this area, read into :class:`mathutils.Vector` - there are many handy utility functions
-such as getting the angle between vectors, cross product, dot products
-as well as more advanced functions in :mod:`mathutils.geometry` such as Bézier Spline interpolation and
-ray-triangle intersection.
-
-For now we will focus on making this script an add-on, but its good to know that this 3D math module is available and
-can help you with more advanced functionality later on.
-
-
-Write the Add-on
-----------------
-
-The first step is to convert the script as-is into an add-on.
-
-
-.. code-block:: python
-
- bl_info = {
- "name": "Cursor Array",
- "category": "Object",
- }
-
- import bpy
-
-
- class ObjectCursorArray(bpy.types.Operator):
- """Object Cursor Array"""
- bl_idname = "object.cursor_array"
- bl_label = "Cursor Array"
- bl_options = {'REGISTER', 'UNDO'}
-
- def execute(self, context):
- scene = context.scene
- cursor = scene.cursor_location
- obj = scene.objects.active
-
- total = 10
-
- for i in range(total):
- obj_new = obj.copy()
- scene.objects.link(obj_new)
-
- factor = i / total
- obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor))
-
- return {'FINISHED'}
-
- def register():
- bpy.utils.register_class(ObjectCursorArray)
-
-
- def unregister():
- bpy.utils.unregister_class(ObjectCursorArray)
-
-
- if __name__ == "__main__":
- register()
-
-
-Everything here has been covered in the previous steps, you may want to try run the add-on still
-and consider what could be done to make it more useful.
-
-
-... go off and test ...
-
-
-The two of the most obvious missing things are - having the total fixed at 10, and having to access the operator from
-space-bar is not very convenient.
-
-Both these additions are explained next, with the final script afterwards.
-
-
-Operator Property
-^^^^^^^^^^^^^^^^^
-
-There are a variety of property types that are used for tool settings, common property types include:
-int, float, vector, color, boolean and string.
-
-These properties are handled differently to typical Python class attributes
-because Blender needs to be display them in the interface,
-store their settings in key-maps and keep settings for re-use.
-
-While this is handled in a fairly Pythonic way, be mindful that you are in fact defining tool settings that
-are loaded into Blender and accessed by other parts of Blender, outside of Python.
-
-
-To get rid of the literal 10 for `total`, we'll us an operator property.
-Operator properties are defined via bpy.props module, this is added to the class body.
-
-.. code-block:: python
-
- # moved assignment from execute() to the body of the class...
- total = bpy.props.IntProperty(name="Steps", default=2, min=1, max=100)
-
- # and this is accessed on the class
- # instance within the execute() function as...
- self.total
-
-
-These properties from :mod:`bpy.props` are handled specially by Blender when the class is registered
-so they display as buttons in the user interface.
-There are many arguments you can pass to properties to set limits, change the default and display a tooltip.
-
-.. seealso:: :mod:`bpy.props.IntProperty`
-
-This document doesn't go into details about using other property types,
-however the link above includes examples of more advanced property usage.
-
-
-Menu Item
-^^^^^^^^^
-
-Add-ons can add to the user interface of existing panels, headers and menus defined in Python.
-
-For this example we'll add to an existing menu.
-
-.. image:: menu_id.png
- :width: 334px
- :align: center
- :height: 128px
- :alt: Menu Identifier
-
-To find the identifier of a menu you can hover your mouse over the menu item and the identifier is displayed.
-
-The method used for adding a menu item is to append a draw function into an existing class.
-
-
-.. code-block:: python
-
- def menu_func(self, context):
- self.layout.operator(ObjectCursorArray.bl_idname)
-
- def register():
- bpy.types.VIEW3D_MT_object.append(menu_func)
-
-
-For docs on extending menus see: :doc:`bpy.types.Menu`.
-
-
-Keymap
-^^^^^^
-
-In Blender, add-ons have their own keymaps so as not to interfere with Blenders built in key-maps.
-
-In the example below, a new object-mode :class:`bpy.types.KeyMap` is added,
-then a :class:`bpy.types.KeyMapItem` is added to the key-map which references our newly added operator,
-using :kbd:`Ctrl-Shift-Space` as the key shortcut to activate it.
-
-
-.. code-block:: python
-
- # store keymaps here to access after registration
- addon_keymaps = []
-
- def register():
-
- # handle the keymap
- wm = bpy.context.window_manager
- km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
-
- kmi = km.keymap_items.new(ObjectCursorArray.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True)
- kmi.properties.total = 4
-
- addon_keymaps.append((km, kmi))
-
-
- def unregister():
-
- # handle the keymap
- for km, kmi in addon_keymaps:
- km.keymap_items.remove(kmi)
- addon_keymaps.clear()
-
-
-Notice how the key-map item can have a different ``total`` setting then the default set by the operator,
-this allows you to have multiple keys accessing the same operator with different settings.
-
-
-.. note::
-
- While :kbd:`Ctrl-Shift-Space` isn't a default Blender key shortcut, its hard to make sure add-ons won't
- overwrite each others keymaps, At least take care when assigning keys that they don't
- conflict with important functionality within Blender.
-
-For API documentation on the functions listed above, see:
-:class:`bpy.types.KeyMaps.new`,
-:class:`bpy.types.KeyMap`,
-:class:`bpy.types.KeyMapItems.new`,
-:class:`bpy.types.KeyMapItem`.
-
-
-Bringing it all together
-^^^^^^^^^^^^^^^^^^^^^^^^
-
-.. code-block:: python
-
- bl_info = {
- "name": "Cursor Array",
- "category": "Object",
- }
-
- import bpy
-
-
- class ObjectCursorArray(bpy.types.Operator):
- """Object Cursor Array"""
- bl_idname = "object.cursor_array"
- bl_label = "Cursor Array"
- bl_options = {'REGISTER', 'UNDO'}
-
- total = bpy.props.IntProperty(name="Steps", default=2, min=1, max=100)
-
- def execute(self, context):
- scene = context.scene
- cursor = scene.cursor_location
- obj = scene.objects.active
-
- for i in range(self.total):
- obj_new = obj.copy()
- scene.objects.link(obj_new)
-
- factor = i / self.total
- obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor))
-
- return {'FINISHED'}
-
-
- def menu_func(self, context):
- self.layout.operator(ObjectCursorArray.bl_idname)
-
- # store keymaps here to access after registration
- addon_keymaps = []
-
-
- def register():
- bpy.utils.register_class(ObjectCursorArray)
- bpy.types.VIEW3D_MT_object.append(menu_func)
-
- # handle the keymap
- wm = bpy.context.window_manager
- # Note that in background mode (no GUI available), keyconfigs are not available either, so we have to check this
- # to avoid nasty errors in background case.
- kc = wm.keyconfigs.addon
- if kc:
- km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
- kmi = km.keymap_items.new(ObjectCursorArray.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True)
- kmi.properties.total = 4
- addon_keymaps.append((km, kmi))
-
- def unregister():
- # Note: when unregistering, it's usually good practice to do it in reverse order you registered.
- # Can avoid strange issues like keymap still referring to operators already unregistered...
- # handle the keymap
- for km, kmi in addon_keymaps:
- km.keymap_items.remove(kmi)
- addon_keymaps.clear()
-
- bpy.utils.unregister_class(ObjectCursorArray)
- bpy.types.VIEW3D_MT_object.remove(menu_func)
-
-
- if __name__ == "__main__":
- register()
-
-.. image:: in_menu.png
- :width: 591px
- :align: center
- :height: 649px
- :alt: In the menu
-
-Run the script (or save it and add it through the Preferences like before) and it will appear in the menu.
-
-.. image:: op_prop.png
- :width: 669px
- :align: center
- :height: 644px
- :alt: Operator Property
-
-After selecting it from the menu, you can choose how many instance of the cube you want created.
-
-
-.. note::
-
- Directly executing the script multiple times will add the menu each time too.
- While not useful behavior, theres nothing to worry about since add-ons won't register them selves multiple
- times when enabled through the user preferences.
-
-
-Conclusions
-===========
-
-Add-ons can encapsulate certain functionality neatly for writing tools to improve your work-flow or for writing utilities
-for others to use.
-
-While there are limits to what Python can do within Blender, there is certainly a lot that can be achieved without
-having to dive into Blender's C/C++ code.
-
-The example given in the tutorial is limited, but shows the Blender API used for common tasks that you can expand on
-to write your own tools.
-
-
-Further Reading
----------------
-
-Blender comes commented templates which are accessible from the text editor header, if you have specific areas
-you want to see example code for, this is a good place to start.
-
-
-Here are some sites you might like to check on after completing this tutorial.
-
-- :ref:`Blender/Python API Overview <info_overview>` -
- *For more background details on Blender/Python integration.*
-- `How to Think Like a Computer Scientist <http://interactivepython.org/courselib/static/thinkcspy/index.html>`_ -
- *Great info for those who are still learning Python.*
-- `Blender Development (Wiki) <https://wiki.blender.org/index.php/Dev:Contents>`_ -
- *Blender Development, general information and helpful links.*
-- `Blender Artists (Coding Section) <https://blenderartists.org/forum/forumdisplay.php?47-Coding>`_ -
- *forum where people ask Python development questions*
-
diff --git a/doc/python_api/rst_from_bmesh_opdefines.py b/doc/python_api/rst_from_bmesh_opdefines.py
index cdbed88cc88..d3e4b2a0cfd 100644
--- a/doc/python_api/rst_from_bmesh_opdefines.py
+++ b/doc/python_api/rst_from_bmesh_opdefines.py
@@ -22,7 +22,7 @@
# 'bmesh_opdefines.c' in order to avoid having to add a lot of introspection
# data access into the api.
#
-# The script is stupid becase it makes assumptions about formatting...
+# The script is stupid because it makes assumptions about formatting...
# that each arg has its own line, that comments above or directly after will be __doc__ etc...
#
# We may want to replace this script with something else one day but for now its good enough.
diff --git a/doc/python_api/sphinx_doc_gen.py b/doc/python_api/sphinx_doc_gen.py
index 47bb323e574..08c3e729ed9 100644
--- a/doc/python_api/sphinx_doc_gen.py
+++ b/doc/python_api/sphinx_doc_gen.py
@@ -341,6 +341,8 @@ EXTRA_SOURCE_FILES = (
"../examples/bge.texture.py",
"../examples/bmesh.ops.1.py",
"../examples/bpy.app.translations.py",
+ "../static/favicon.ico",
+ "../static/blender_logo.svg",
)
@@ -362,8 +364,6 @@ INFO_DOCS = (
"Blender/Python Quickstart: new to Blender/scripting and want to get your feet wet?"),
("info_overview.rst",
"Blender/Python API Overview: a more complete explanation of Python integration"),
- ("info_tutorial_addon.rst",
- "Blender/Python Add-on Tutorial: a step by step guide on how to write an add-on from scratch"),
("info_api_reference.rst",
"Blender/Python API Reference Usage: examples of how to use the API reference docs"),
("info_best_practice.rst",
@@ -1010,9 +1010,9 @@ def pymodule2sphinx(basepath, module_name, module, title):
context_type_map = {
"active_base": ("ObjectBase", False),
"active_bone": ("EditBone", False),
+ "active_gpencil_brush": ("GPencilSculptBrush", False),
"active_gpencil_frame": ("GreasePencilLayer", True),
"active_gpencil_layer": ("GPencilLayer", True),
- "active_gpencil_brush": ("GPencilSculptBrush", False),
"active_gpencil_palette": ("GPencilPalette", True),
"active_gpencil_palettecolor": ("GPencilPaletteColor", True),
"active_node": ("Node", False),
@@ -1063,6 +1063,7 @@ context_type_map = {
"selected_bones": ("EditBone", True),
"selected_editable_bases": ("ObjectBase", True),
"selected_editable_bones": ("EditBone", True),
+ "selected_editable_fcurves": ("FCurce", True),
"selected_editable_objects": ("Object", True),
"selected_editable_sequences": ("Sequence", True),
"selected_nodes": ("Node", True),
@@ -1613,10 +1614,8 @@ def pyrna2sphinx(basepath):
else:
url_base = API_BASEURL
- fw(" :file: `%s <%s/%s>`_:%d\n\n" % (location[0],
- url_base,
- location[0],
- location[1]))
+ fw(" :file: `%s\\:%d <%s/%s$%d>`_\n\n" %
+ (location[0], location[1], url_base, location[0], location[1]))
file.close()
@@ -1641,19 +1640,24 @@ def write_sphinx_conf_py(basepath):
fw("version = '%s - API'\n" % BLENDER_VERSION_DOTS)
fw("release = '%s - API'\n" % BLENDER_VERSION_DOTS)
+ # Quiet file not in table-of-contents warnings.
+ fw("exclude_patterns = [\n")
+ fw(" 'include__bmesh.rst',\n")
+ fw("]\n\n")
+
if ARGS.sphinx_theme != 'default':
fw("html_theme = '%s'\n" % ARGS.sphinx_theme)
if ARGS.sphinx_theme == "blender-org":
fw("html_theme_path = ['../']\n")
- # copied with the theme, exclude else we get an error [T28873]
- fw("html_favicon = 'favicon.ico'\n") # in <theme>/static/
# not helpful since the source is generated, adds to upload size.
fw("html_copy_source = False\n")
fw("html_show_sphinx = False\n")
fw("html_split_index = True\n")
- fw("\n")
+ fw("html_extra_path = ['__/static/favicon.ico', '__/static/blender_logo.svg']\n")
+ fw("html_favicon = '__/static/favicon.ico'\n")
+ fw("html_logo = '__/static/blender_logo.svg'\n\n")
# needed for latex, pdf gen
fw("latex_elements = {\n")
@@ -1661,6 +1665,24 @@ def write_sphinx_conf_py(basepath):
fw("}\n\n")
fw("latex_documents = [ ('contents', 'contents.tex', 'Blender Index', 'Blender Foundation', 'manual'), ]\n")
+
+ # Workaround for useless links leading to compile errors
+ # See https://github.com/sphinx-doc/sphinx/issues/3866
+ fw(r"""
+from sphinx.domains.python import PythonDomain
+
+class PatchedPythonDomain(PythonDomain):
+ def resolve_xref(self, env, fromdocname, builder, typ, target, node, contnode):
+ if 'refspecific' in node:
+ del node['refspecific']
+ return super(PatchedPythonDomain, self).resolve_xref(
+ env, fromdocname, builder, typ, target, node, contnode)
+
+def setup(sphinx):
+ sphinx.override_domain(PatchedPythonDomain)
+""")
+ # end workaround
+
file.close()
@@ -1715,8 +1737,6 @@ def write_rst_contents(basepath):
"bpy.utils.previews",
"bpy.path",
"bpy.app",
- "bpy.app.handlers",
- "bpy.app.translations",
# C modules
"bpy.props",
@@ -1731,19 +1751,9 @@ def write_rst_contents(basepath):
fw(" :maxdepth: 1\n\n")
standalone_modules = (
- # mathutils
- "mathutils",
- "mathutils.geometry",
- "mathutils.bvhtree", "mathutils.kdtree",
- "mathutils.interpolate",
- "mathutils.noise",
- # misc
- "freestyle", "bgl", "blf",
- "gpu", "gpu.offscreen",
- "aud", "bpy_extras",
- "idprop.types",
- # bmesh, submodules are in own page
- "bmesh",
+ # submodules are added in parent page
+ "mathutils", "freestyle", "bgl", "blf", "gpu",
+ "aud", "bpy_extras", "idprop.types", "bmesh",
)
for mod in standalone_modules:
diff --git a/doc/python_api/static/blender_logo.svg b/doc/python_api/static/blender_logo.svg
new file mode 100644
index 00000000000..bbf446c9bec
--- /dev/null
+++ b/doc/python_api/static/blender_logo.svg
@@ -0,0 +1,116 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<svg
+ xmlns:dc="http://purl.org/dc/elements/1.1/"
+ xmlns:cc="http://creativecommons.org/ns#"
+ xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
+ xmlns:svg="http://www.w3.org/2000/svg"
+ xmlns="http://www.w3.org/2000/svg"
+ id="svg8"
+ version="1.1"
+ viewBox="0 0 55.032989 15.935012"
+ height="60.226818"
+ width="207.9987">
+ <defs
+ id="defs2">
+ <clipPath
+ clipPathUnits="userSpaceOnUse"
+ id="clipPath3020">
+ <path
+ style="stroke-width:1.06666672"
+ d="M 0,0 H 211.2 V 61.866667 H 0 Z"
+ id="path3022" />
+ </clipPath>
+ <clipPath
+ clipPathUnits="userSpaceOnUse"
+ id="clipPath3020-8">
+ <path
+ style="stroke-width:1.06666672"
+ d="M 0,0 H 211.2 V 61.866667 H 0 Z"
+ id="path3022-1" />
+ </clipPath>
+ </defs>
+ <metadata
+ id="metadata5">
+ <rdf:RDF>
+ <cc:Work
+ rdf:about="">
+ <dc:format>image/svg+xml</dc:format>
+ <dc:type
+ rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
+ <dc:creator>
+ <cc:Agent>
+ <dc:title>Blender Logo</dc:title>
+ </cc:Agent>
+ </dc:creator>
+ <dc:source>https://www.blender.org/about/logo/</dc:source>
+ <cc:license
+ rdf:resource="(c) Blender Foundation" />
+ </cc:Work>
+ </rdf:RDF>
+ </metadata>
+ <g
+ transform="translate(42.023693,-77.734934)"
+ id="layer1">
+ <g
+ transform="matrix(0.26259939,0,0,-0.26259939,-42.237694,93.888967)"
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diff --git a/doc/python_api/blender-org/static/favicon.ico b/doc/python_api/static/favicon.ico
index f125d24dcb6..f125d24dcb6 100644
--- a/doc/python_api/blender-org/static/favicon.ico
+++ b/doc/python_api/static/favicon.ico
Binary files differ