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2009-09-05== SCons ==Nathan Letwory
* bring back 'player' libtype, after investigation with ideasman. scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-05* fix linking order.Nathan Letwory
NOTE: this needs changes to stubs.c, but need to check with ideasman_42 how to fix with cmake. Probably linking order issues, but stubs.c currently generates warnings for msvc (redefinition of funcs) and errors for mingw (same redefinitions). Removing the offending lines from stubs.c fixes that.
2009-09-04== SCons ==Nathan Letwory
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04== SCons ==Nathan Letwory
* first working changes to get blenderplayer linking * blenderplayer/ moved into source/ (CMakeLists.txt changed for that too) * added externs for bprogname to gp_ghost, so that it links properly
2009-07-16SConsNathan Letwory
* ensure all SConscripts are ready for win64-vc (where necessary). * ensure we have proper _DEBUG flag for Python when we're doing a debug build. * some cleaning up of linking etc. * ensure /EHsc is there for game engine modules.
2009-06-182.5Brecht Van Lommel
* Update cmake and makefiles to link python generic. * Fix game engine building for cmake and makefiles. * Fix compile error with py 3.x, due to 2.x compat fix.
2009-06-18Fixing gl/glw.h compiiler errorDaniel Genrich
2009-06-18build generic modules in their own lib, compiling without the game engine ↵Campbell Barton
would fail because bpy_internal_import.c wasnt being included. (scons only)
2009-06-18Some generic modules from blender 2.4x building with py3k and mostly working.Campbell Barton
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3 python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2008-12-242.5 / SConsNathan Letwory
New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
2008-12-21wip operator py-apiCampbell Barton
"operator.ED_VIEW3D_OT_viewhome(center=1)" calls the operator, converting keyword args to properties. Need a way to run scripts in the UI for useful testing. Still need to deal with operator exceptions and verifying args against operator options. Added temporary WM_operatortype_first() to allow python to return a list if available operators, can replace this with something better later (operator iterator?)
2008-11-29Python RNA APICampbell Barton
* Matches the C/RNA api structure * Thin wrapper ~(600 lines) * No functions specific to any blender object type. * Defines 2 types, BPy_StructRNA and BPy_PropertyRNA. * Python 3.0 target (compatible with python 2.4,5,6) * http://wiki.blender.org/index.php/BlenderDev/Blender2.5/PyRNA - continue docs/discussion here. Todo * Collection iterators * Write access to data * Define how constants should be accessed (as strings or some special type) * Solve the "Python keeping invalid blender pointers" problem. This cant just be solved in the py api - we need blender to notify when ID's are removed Examples Here are some examples that work with the current implementation of the api. rna.lamps["Lamp.006"].energy -> (1.0) rna.lamps["Lamp.007"].shadow -> ("NOSHADOW") rna.materials.keys() -> ['flyingsquirrel_eye', 'frankie_skin', 'frankie_theeth'] rna.scenes["hud"].objects["num_text_p2_4"].data.novnormalflip -> False rna.meshes["mymesh"].uv_layers.keys() -> ['UVTex', 'UVTex'] rna.meshes.items() For a dump of yo-frankie level see - http://pasteall.org/3294/python Notes * Added python back, can only execute scripts from the command line with -P script.py * bpy_interface.c is just enough functionality to run a python file.
2008-10-22* Minor cleanup of SCons filesNathan Letwory
- cleanup of boolean usage - use True and False now instead of 'true'/'false' or 0/1 - changed SConscripts accordingly
2008-10-19* small code change from Split to env.Glob()Nathan Letwory
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-02-10* remove redundant define.Nathan Letwory
2008-02-10* Merge of PyNodes to trunk. Finally!Nathan Letwory
See http://wiki.blender.org/index.php/BlenderDev/PyNodes and http://wiki.blender.org/index.php/BlenderDev/PyNodes/API For current documentation. Very very big thanks go to William Germano for fixing the memory issues left and for improving on the code. In the coming time documentation will be finalised and further stabilising of PyNodes is to be expected.
2008-01-10* fix linking order for bf_pythonNathan Letwory
2008-01-08* tweak linking priorities - should help for GCC usersNathan Letwory
* some lib renaming
2008-01-08* update scons-files to build with Ton's latest commits.Nathan Letwory
2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-07-09Bug #6924: Add WITH_FFMPEG compilation switch when WITH_BF_FFMPEG is true forKen Hughes
scons. Can someone verify that other build systems are also including this?
2006-12-04==SCons==Nathan Letwory
* make blender_python understand we're doing a debug build when BF_DEBUG=1. Otherwise we get linking errors with scons/mingw
2006-02-07Add the WITH_OPENEXR to sconscript. I needed this for toni's latest ↵Matt Ebb
SceneRender stuff to work. Strange that it worked ok on his computer without this.
2006-02-04== SCons ==Nathan Letwory
* This commit is all of the rewrite work done on the SCons system. For documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt. Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring contains valuable information, along with what still needs to be done. - linux, os x and windows compile now. - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py) - NOTE: Jean-Luc P will commit sometime during the weekend proper appit() for OS X. For now, copy the resulting binary to an existing .app bundle. - features: - cleaner structure for better maintenance - cleaner output during compile - better handling of build options - general overall speed increase - see the wiki for more info Cygwin, FreeBSD and Solaris systems still need work. For these systems: 1) copy a config/(platform)-config.py to ie. config/cygwin-config.py 2) set the proper defaults for your platform 3) mail me at jesterking at letwory dot net with you configuration. if you need any modifications to the system, do send a patch, too. I'll be giving first-aid today and tomorrow, after that it'll be all regular development work :) /Nathan
2006-01-28Final merge of HEAD (bf-blender) into the orange branch.Chris Want
Here are my notes on things to look out for as potential problem spots: source/blender/blenkernel/intern/displist.c: + is initfastshade(void) supposed to be empty? I had to make it empty to get the merged tree to compile. source/blender/python/api2_2x/Armature.c: + went with the version that had Armature_getLayers() source/blender/python/api2_2x/Object.c + went with the version of Object_getPose() from bf-blender. (#ifdef 0-ed the other version) source/blender/python/api2_2x/Pose.[ch] + had problems linking due to no Pose_Init() ... copied these two files straight from bf-blender. source/blender/src/drawview.c: + view3d_panel_properties() had things shifted a few things shifted a few pixels, otherwise, things were painless source/blender/src/splash.jpg.c: + went with bf-blender version (orange is dead) source/gameengine: + went with bf-blender version -- does not compile due to IMB_rect* stuff, Ton should look into this.
2006-01-12Scons fix:Martin Poirier
new BPy Pose files weren't added to Sconscript
2005-12-18orange: animation baking code. also a patch to autokey, to only key the keys ↵Toni Alatalo
made.
2005-11-07-- Clean-up of Effect and Particle modules; since particle was the onlyKen Hughes
remaining effect type, it didn't make much sense to leave things implemented in two separate files. Changes include: * two bug fixes (the getChild() and getMat() methods were using floats instead of shorts) * performing clamping on input values * implementing attributes using tp_getset * merging Effect and Particle functions: the Particle module exists in name only, with the Particle.New() and Particle.Get() functions remaining for backward compatibility (they are in fact identical to Effect.New() and Effect.Get() functions) * update of doc/Effect.py (including remove all old references to wave and build effects)
2005-10-03Added new BPython thin mesh moduleKen Hughes
2005-09-09BPython:Willian Padovani Germano
- Pontus Lidman contributed a new module: Blender.Key + access to key objects from NMesh, Lattice and Curve + docs (thanks and sorry for taking so long to check/commit the patch!) - Allowing EVENT spacehandlers to call the file selector (scriptlinks in general are not allowed, but this special case should be able to). Requested by Paolo Colombo (thanks!) - tiny doc update (Ken Hughes pointed an error in the space handlers example) I didn't have time to update the Key module to follow the current bpython design, will do that later and also test it better than I did.
2005-08-05bpy TimeLine stuffJoilnen Leite
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2005-07-26 - added wave modifier & removed old wave effectDaniel Dunbar
- added decimate modifier & removed old decimate interface (currently lacks warning about destroying data, and there needs to be a way for modifiers to return errors back to the interface) - allow applyModifier to return NULL to indicate error - unfortunately new decimate modifier means it does not know exact number of faces in mesh (other modifiers may come before) and so instead interface uses a percentage. if people need exact face count slider then I will have to think of some hack to fit this in. note that it does display the output face count so its possible to tweak the pct to get what you want regardless. - removed python Wave object If you are bored now how much easier it is to implement something like decimate as a modifier. Very few changes to interface, very few entry points.
2005-07-23Added point.c to the SConscript fileJohnny Matthews
2005-07-20 - added modifier_dependsOnTime to check if modifier needs updatingDaniel Dunbar
based on time change. would be nice if dep graph could handle this. - made dep check if modifiers need update on time change - fix render crash (access null) - added new Build Effect modifier type. compared to old one works as a full member of modifier system, means can apply subsurf, etc on it, reorder, what have you. and it is all nice and self contained. - removed old Build effect, old files convert to new style on load - couldn't help myself, added a randomize feature to build effect - removed Python BuildEffect support
2005-05-05added Font.cJoilnen Leite
.
2005-03-19BPython:Willian Padovani Germano
- Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs.
2005-03-06New Bpy type Text3d for accessing Blender's Font objects.Stephen Swaney
Contributed by Joilnen Leite (pidhash).
2004-09-21- Blender: added option 'scriptsdir' to Blender.Get();Willian Padovani Germano
- small updates to the docs; - Object: small fix to getMatrix: check during_script() to avoid undesired loops; added old behavior (pre 2.34) as option: .getMatrix('oldlocal'); - tentative fix for bug #1275: scene REDRAW scriptlinks were not being executed (the call to do so was missing): http://projects.blender.org/tracker/index.php?func=detail&aid=1275&group_id=9&atid=125 added the call in drawview.c, in drawview3dspace(). This causes the scriptlink to be called for each visible view3d, but that's what happens with object redraw scriptlinks, too. Anyway, this is still a test. The place was chosen based on the idea that a scene redraw scriptlink is like an object redraw one, but for all objs in the scene at once. - Window.Theme: new submodule, to get/set theme options in Blender; - Added the script save_theme.py (Help menu for now), to save the current theme in Blender as an executable script (currently shown in the Scripts->Misc menu). There's more work to do for themes, like defining a proper place for them in the interface, adding documentation (for now the added script and the ones it generates can give a pretty good idea of how to use the new module), probably extending themes to support SpaceScript and so on.
2004-08-17** Note: two new files added, projectfiles will need an update.Willian Padovani Germano
Scripts: Campbell Barton (Ideasman, thanks) updated his Wavefront OBJ importer. BPython: - Finally committed pending contributions: Chris Keith wrote the Blender.Sound module -- still some testing to do this week; Joseph (joeedh) added the OnLoad scene script event; Satish Goda added 6 GLU functions to Blender.BGL. Great additions, thanks all! - Small changes to Blender.Load (leave editmode as Blender wants) and Window.EditMode (allow definition of "undo string"); - Fixed bug #1539: Window.RedrawAll() crashed Blender if an empty spacescript was available while using it in a gui-less script. - doc updates.
2004-07-25BPython:Willian Padovani Germano
- new submodule Scene.Radio, for radiosity: still incomplete, but in shape for demos, updated SConscript to include it; - new functions in Window module; - doc updates: adding a todo file and a new start page for our docs: API_intro.py + other updates; - small fix in Ipo.c provided by Damien McGuinnes (thanks!): Nathan has a patch with IPO additions and fixes for this and more, but until it is committed, there's this fix for Ipo.getCurve('LocX'), LocY, Z and QuatW,X,Y,Z too, according to Damien. Other files: - radpreprocess.c: added check for "during_script()" so eventual msgs don't popup during scripts; - drawmesh.c: made a pointer (display list) be checked before accessed, fixes crash in scripts that forget to update display lists for subsurf meshes when a 3d view is in textured view mode. Script: updated bevel_center by Loic Berthe.
2004-07-22New Curve method Curve.appendPoint( numcurve, newpoint ) to addStephen Swaney
points to a Curve. New supporting module CurNurb to provide access to the curves in a Curve and their associated points. Curve module now supports Python iterator and sequence protocols. This allows typical python programming idioms using 'for' statement and the [] operator. # example 1 for curve in a_curve: for point in curve: print point #example 2 curnurb = a_curve[0] curnurb.append( [1,1,1,1] ) Still under construction. Epydoc will follow.
2004-06-11- update to SCons for Property supportJoseph Gilbert
2004-05-16Added #!/usr/bin/python standard script identifier to the start of ↵Kester Maddock
SConscript files. Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-04-25BPython:Willian Padovani Germano
- New module + doc: Blender.Library: It's like File->Append, loads datablocks from .blend files. - small updates to fix warnings and accomodate for the new module, in readfile.[ch] - New Blender.sys module function: time, a wrapper of the PIL get time function. - Updated original makefile and scons builds.
2004-04-19-update to SCONS project for NLA moduleJoseph Gilbert
2004-04-03add missing commaStephen Swaney
2004-04-03and the sconscriptstructthingemabobs!Ton Roosendaal
2004-04-03Eesho's patch for new noise textures!Ton Roosendaal
Basically this provides three new things: 1. Choice of a list of noise-base functions, which can be used by the current Clouds, Marble, Wood textures as well. 2. Three new texture types: Musgrave, Voronoi and DistortedNoise 3. Python access to noise functions (not for render!) All of this together makes Blender's builtin procedural textures a LOT more powerful. Here again, a full webpage should be made to show off all possibilities, and explain some of the more scientific names for settings. A good read on Musgrave textures can be found here: http://www.ypoart.com/Downloads/Musgrave.htm About Voronoi: http://www.ypoart.com/Downloads/Worley.htm I can't find official DistortedNoise docs easily... maybe its something Eeshlo created himself. I've spent some time to change the patch Eeshlo provided. Worth noting: - created main texture "Musgrave" with 5 sub choices (instead of 5 new main textures) - added for all new textures the option to scale (zoom in out) - added patch in do_versions to initialize variables I hope the Python team will check on the Noise.c API. And include in docs!