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2007-04-20export_fbx.py - support scene start/end frames, fpx, mist settings, better ↵Campbell Barton
default camera writing. BPyObject.py - function for getting an objects armature, look at both parent and modifier. editmesh_add.c and BPyAddMesh.py - check for multires filesel.c, Append/Link had a bug where files linked in, didnt have the LIB_APPEND_TAG unset, and appending these into a new blend file would link instead. BKE_library.h, library.c - utility functions for flagging listbases flag_all_listbases_ids and and flag_listbase_ids
2007-04-07appending libdata no longer breaks all external references.Campbell Barton
Existing data is flagged with LIB_APPEND_TAG and all_local only has an option to only operate on un-flagged data. If you append an object thats linked to a material alredy linked in your scene, the material will not be made local. So at worst youll need to make local some of the datablocks. This is fairly simple and though my tests show it to work, do some tests on your own libraries before assuming its problem free. scripttemplate_mesh_edit wasnt updated with PyAPI changes and moved some functions into generic places.
2007-03-29Revisions to previous change of new_id().Ken Hughes
Note: the intent of the original modification (and these updates) is not to change how new_id() functions. What has been done is to pull out the code which calculates a new name for an ID in the case of duplicate, as would happen when you copy any datablock, into a separate function. This code is necessary in the new Python Library module, since it otherwise is extremely difficult to locate a new datablock appended from a library. new_id() calls this separate function to generate a name for the new ID if necessary, just as it previously did. To make the purpose of this new function clearer, I renamed it check_for_dupid() and added more extensive comments. I repeat, it's not meant to be a substitute for new_id().
2007-03-21Python APIKen Hughes
---------- Support for new bpy.libraries module, which is being proposed to replace the Blender.Library module.
2006-12-20The Big Image refactor!Ton Roosendaal
Please read: http://www.blender3d.org/cms/Imaging.834.0.html Or in short: - adding MultiLayer Image support - recoded entire Image API - better integration of movie/sequence Images Was a whole load of work... went down for a week to do this. So, will need a lot of testing! Will be in irc all evening.
2006-09-06New feature: imporant missing option for use of Libraries: access to to theTon Roosendaal
file path where library is read from. In Outliner, choose new view mode "Libraries". A ctrl+click on the library name then allows to change the file name or path. Note that when you change the file name, nothing is being re-read or re-linked. Only after saving the .blend file and reading it back the new library is used. This feature allows to cleanup library usage. You can make files relative, or reorganize a project. Just keep in mind that you cannot use this feature to fix .blend files that link to non-existing other files. That because the lost data is actually not read at all, so cannot be saved either. Currently, library errors are only printed in the console... quite important to keep track of when using Libraries. Implementation note: this Outliner view mode can become expanded to a full "Database view", showing something similar as SHIFT+F4 databrowse does now.
2006-01-02Orange: more noodle updates!Ton Roosendaal
**** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2004-04-23typo in this file...Ton Roosendaal
2004-04-22Nasty Library linking and appending stuff!Ton Roosendaal
Problem: when appending data, it called the local_all() function, which indeed made all data local, including all other dynamic linked data. Not very nice... but mixing dynamic & appending data from single file is headcrunching code. Solution: when appending data, it now only makes local_all() the data from that specific library file, leaving dynamic data from other files linked. (Bug report 1183)
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont