Age | Commit message (Collapse) | Author |
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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/
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(so one can find more about the joystick class without having to search joystick)
code untested by the way. Sorry but I can no longer build sphinx docs here. I will try to fix that later.
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found at:
http://www.blender.org/documentation/blender_python_api
Easier for linking wiki docs.
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This should make them much easier to browse.
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Satoshi Yamasaki aka yamyam, thanks!).
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* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
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next to image color-depth option.
having buttons labelled [8, 16] on their own is not very meaningful.
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- cycles ui used 'cscene' for scene.cycles and scene.cycles_curves
- style cleanup
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from Patrick Boelens (senshi). with modifications to split it into its own function.
also added C style multi-line comment support /* ... */
I've left out the part of this patch that sets the language in the space, since I think this might be better stored in the text block.
For now it simply uses OSL syntax highlighting when the extension is '.osl'.
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different logic for a single jump versus a double jump. For example, a different animation for the second jump.
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a character can perform before having to touch the ground. By default this is set to 1, which means a character can only jump once before having to touch the ground again. Setting this to 2 allows for double jumping.
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separate thread to keep the BGE from freezing. Here is an example from the docs:
# Print a message when an async LibLoad is done
import bge
def finished_cb(status):
print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))
bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb
LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
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bricks. These new SCA_PythonJoystick objects can be accessed using bge.logic.joysticks, which is a list of joysticks. The length of the list is the number of maximum supported joysticks, and indexes that do not have a joystick available are set to None. This means joysticks can be checked for using something like:
if bge.logic.joysticks[0]:
activate_player_one()
if bge.logic.joysticks[1]:
activate_player_two()
etc..
The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
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- Blender/Python Addon Tutorial: a step by step guide on how to write an addon from scratch
- Blender/Python API Reference Usage: examples of how to use the API reference docs
Thanks to John Nyquist for editing these docs and giving feedback.
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versions, and some minor doc edits.
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supported.
also minor edits to py-api-ref
-- This line, and those below, will be ignored--
M doc/python_api/sphinx_doc_gen.py
M doc/python_api/rst/include__bmesh.rst
M source/blender/modifiers/intern/MOD_solidify.c
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also added note on python3.3's faulthandler module.
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already in editmode the tessfaces wouldn't get recalculated.
also minor edits to bmesh rst.
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number of args as an arg.
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store id()
in game object integer properties since it may not fit in 32 bits integers.
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in a chain.
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operator, also use :class: references.
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bmesh_opdefines.c.
see:
http://www.blender.org/documentation/blender_python_api_2_64_9/bmesh.ops.html
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grabbed the docs from the UI descriptions from RNA for the Steering Actuator. However, these aren't the best descriptions, and both the UI descriptions and the docs could use some attention. Also, steeringVec and facingMode didn't have corresponding UI elements, so I've left them undocumented for now. Someone who knows what they do can hopefully document them.
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based on their doc strings. There was also an :rtype: in the bge.logic.setExitKey() docs that should have been :type:.
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string.
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to bge.logic.rst where the rest of the constants docs are.
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ROT_MODE_* to match the actual constants from bge.logic.
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just their names and values are in the docs, not what they actually do.
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bge.types.rst to bge.logic.rst where the rest of the constants docs are.
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to bge.logic.rst with the rest of the constants docs are.
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bge.logic.rst with the rest of the constants docs are. Not only is this more consistent, but it also makes Campbell's script happier.
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KX_CONSTRAINT_*.
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KX_NavMeshObject.cpp.
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but it was being maintained (style, docs, name changes, etc), so I'm removing it.
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