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2017-07-17Py API doc generation: remove reference to "Blender/Python Add-on Tutorial"Bastien Montagne
That one has been moved to wiki!
2017-07-17PyDoc: minor change to recent workaroundCampbell Barton
- Isolate workaround in single string and link to issue. - Quiet unused file warning (since it's an include).
2017-07-17BPY API: Fix broken ref linkAaron Carlisle
2017-07-17BPY API: Fix usless links leading to compile errorsAaron Carlisle
See https://github.com/sphinx-doc/sphinx/issues/3866 for more information
2017-06-17Docs: Fix file:line links in generated API docsCampbell Barton
2017-06-16Fix T51810: Add minimal example of usage of translation API for non-official ↵Bastien Montagne
addons.
2017-06-16PyAPI: Fix changed ref linkAaron Carlisle
2017-06-16PyAPI: Add HTML logo and faviconAaron Carlisle
Differential Revision: https://developer.blender.org/D2621
2017-06-16PyAPI: Remove addon tutorialAaron Carlisle
This page now lives at https://docs.blender.org/manual/en/dev/advanced/scripting/addon_tutorial.html
2017-06-15PyAPI: Add toctree link on parent page of submoduleAaron Carlisle
2017-06-15PyAPI: Proper Solution to bpy.appAaron Carlisle
2017-06-14PYAPI: Fix mathutils doc structureAaron Carlisle
2017-06-14PYAPI: fix documention structure of bpy.appAaron Carlisle
2017-06-14Fix missing toctree for bmesh submodulesAaron Carlisle
2017-06-03PyAPI: Cleanup "Python API Overview" docnBurn
Reword to clean up some odd grammar (mostly dangling modifiers) and improve readability. Differential Revision: https://developer.blender.org/D2699
2017-06-02PyAPI: update to bpy.types.Operator.5.pynBurn
This is a minor update add more information on how Blender handles modal operators. The existing docs provide a good overview, but might not be as helpful to those unfamiliar with modal programming. This patch also corrects a few small grammar issues.
2017-04-29Cleanup: menu exampleCampbell Barton
remove some redundant checks, imports
2017-04-29Implementation of custom python entries in all right click menusThomas Beck
Hi Guys, as one of my clients needs the possibility to have custom menu entries in the general right click menu (all over Blender: in the node editor, properties, toolbars,..) I talked with Campbell about expanding our hard coded menu a bit. This is the outcome. As I only need those two, I support currently a button_prop and a button_pointer. {F540397} I tested the changes with a custom script where I added a custom entry and executed an operator on click - it seems to work exactly how it's intended to. The script: {F540435} As I'm not too experienced in rna stuff I would really appreciate any review. Thanks very much Campbell for his open ears & help on this issue! Reviewers: campbellbarton, mont29 Reviewed By: campbellbarton, mont29 Subscribers: sybren, mont29 Tags: #addons Differential Revision: https://developer.blender.org/D2612
2017-02-28Cleanup: Grey --> GrayAaron Carlisle
2017-02-24Fix some more minor issue with updated py doc generation.Bastien Montagne
2017-02-24Fix stupid mistake in previous commit for release builds of API doc.Bastien Montagne
2017-02-23Update py API doc generation tools to comply to new name scheme on server.Bastien Montagne
- for rc/release: /api/2.79c/, zip file named blender_python_reference_2.79c_release.zip - for dev: /api/master/, zip file named blender_python_reference_2_79_4.zip
2017-01-24Use new manual URLAaron Carlisle
2017-01-23Update script generating/uploading py API doc to new addresses ↵Bastien Montagne
(docs.blender.org).
2017-01-20API: Do not show "Created using Sphinx" in the footerAaron
I talked to Campbell and he said there is no need for this
2017-01-02API: Fix rst syntaxAaron Carlisle
2017-01-02API: Fix redirect in bgl pageAaron Carlisle
2017-01-02API: Update to modern sphinx syntaxAaron Carlisle
2017-01-02API: Fix double slashes in URLsAaron Carlisle
2016-12-28Various UI message and API doc tweaks and fixes.Bastien Montagne
Mostly from patch D2256 by Aaron Carlisle (@Blendify), thanks!
2016-11-13Fix T50007: blender offline python documentation in zipped HTML files, not ↵Bastien Montagne
shown correctly. Stupid mistake, os.scandir is not recursive... Patch by @brecht, thanks.
2016-10-25API: Fix LinksAaron Carlisle
Self-explanatory. to find broken links run `sphinx-build -b linkcheck sphinx-in sphinx-out` Reviewers: mont29 Tags: #bf_blender, #python, #infrastructure:_websites Differential Revision: https://developer.blender.org/D2297
2016-10-23API doc: enable 'split index' option.Aaron Carlisle
2016-10-23Add a built-in sphinx extension to allow cross-linking to the blender manual.Aaron Carlisle
This works by downloading the objects.inv file (https://www.blender.org/manual/objects.inv) and using it to resolve links with blender-manual: before them.
2016-10-14BPY Docs: Correct spelling (Addon --> Add-on)Aaron Carlisle
Differential Revision: https://developer.blender.org/D2293
2016-10-13Fix OLD pre-git links in the API, add missing factory-startup option to ↵Aaron Carlisle
blender executions. Reviewers: mont29 Reviewed By: mont29 Tags: #bf_blender, #python, #infrastructure:_websites Differential Revision: https://developer.blender.org/D2290
2016-09-13API doc update script: Fix generated zipfile name, was broken in 'release' ↵Bastien Montagne
case...
2016-09-05API doc: add new pure-rsync py script to update API doc on Blender server.Bastien Montagne
The other one (sphinx_doc_gen.sh) needs an ssh account on the server to work - and I hate bash, too! :P
2016-09-02Blender 2.78 commit!Sergey Sharybin
Includes: - Version bump to 2.78 - Doxy file update - New splash screen - Wrapped some do_versions with version check - Updated template to use proper font After poking around a lot it seems Droid Sans was used during 2.7x series. (or at least difference between using this font and comparing to previous splash screens gives none visible difference).
2016-08-21Update sphinx_doc_gen.py to work with recent changes (GPv2).Bastien Montagne
2016-07-31Docs: add initial idprop.types API docsCampbell Barton
2016-07-31Docs: simplify EXCLUDE_MODULES handlingCampbell Barton
2016-07-31Cleanup: capitalize Blender & PythonCampbell Barton
2016-07-30Cleanup: pep8Campbell Barton
2016-07-25Call to python3 for stand-alone scriptsCampbell Barton
Needed since Debian & FreeBSD both move away from keeping a synlink to `python`.
2016-06-22T48694: fix bge.texture.Texture.refresh() documentationBenoit Bolsee
first parameter is mandatory and must be a bool indicating if the image source should be refreshed after updating the texture.
2016-06-12Docs: Support out-of-source reference-API buildsCampbell Barton
This was originally supported, however relative links to examples & templates made it fail. Now files in the source tree are copied to the build-dir, with ".." replaced with "__" to avoid having to mirror Blender's source-layout in the Sphinx build-dir. Also skip uploading the built docs when an SSH user-name isn't passed to sphinx_doc_gen.sh instead of aborting (so people w/o SSH access to our servers can use the shell-script).
2016-06-12Cleanup: API docs (whitespace/line length)Campbell Barton
2016-06-11BGE: DeckLink card support for video capture and streaming.Benoit Bolsee
You can capture and stream video in the BGE using the DeckLink video cards from Black Magic Design. You need a card and Desktop Video software version 10.4 or above to use these features in the BGE. Many thanks to Nuno Estanquiero who tested the patch extensively on a variety of Decklink products, it wouldn't have been possible without his help. You can find a brief summary of the decklink features here: https://wiki.blender.org/index.php/Dev:Source/GameEngine/Decklink The full API details and samples are in the Python API documentation. bge.texture.VideoDeckLink(format, capture=0): Use this object to capture a video stream. the format argument describes the video and pixel formats and the capture argument the card number. This object can be used as a source for bge.texture.Texture so that the frame is sent to the GPU, or by itself using the new refresh method to get the video frame in a buffer. The frames are usually not in RGB but in YUV format (8bit or 10bit); they require a shader to extract the RGB components in the GPU. Details and sample shaders in the documentation. 3D video capture is supported: the frames are double height with left and right eyes in top-bottom order. The 'eye' uniform (see setUniformEyef) can be used to sample the 3D frame when the BGE is also in stereo mode. This allows to composite a 3D video stream with a 3D scene and render it in stereo. In Windows, and if you have a nVidia Quadro GPU, you can benefit of an additional performance boost by using 'GPUDirect': a method to send a video frame to the GPU without going through the OGL driver. The 'pinned memory' OGL extension is also supported (only on high-end AMD GPU) with the same effect. bge.texture.DeckLink(cardIdx=0, format=""): Use this object to send video frame to a DeckLink card. Only the immediate mode is supported, the scheduled mode is not implemented. This object is similar to bge.texture.Texture: you need to attach a image source and call refresh() to compute and send the frame to the card. This object is best suited for video keying: a video stream (not captured) flows through the card and the frame you send to the card are displayed above it (the card does the compositing automatically based on the alpha channel). At the time of this commit, 3D video keying is supported in the BGE but not in the DeckLink card due to a color space issue.
2016-06-11BL_Shader.setUniformEyef(name)Benoit Bolsee
defines a uniform that reflects the eye being rendered in stereo mode: 0.0 for the left eye, 0.5 for the right eye. In non stereo mode, the value of the uniform is fixed to 0.0. The typical use of this uniform is in stereo mode to sample stereo textures containing the left and right eye images in a top-bottom order. python: shader = obj.meshes[0].materials[mat].getShader() shader.setUniformEyef("eye") shader: uniform float eye; uniform sampler2D tex; void main(void) { vec4 color; float ty, tx; tx = gl_TexCoord[0].x; ty = eye+gl_TexCoord[0].y*0.5; // ty will be between 0 and 0.5 for the left eye render // and 0.5 and 1.0 for the right eye render. color = texture(tex, vec2(tx, ty)); ... }