Age | Commit message (Collapse) | Author |
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adding new windowmanager module, and the first bits of new editors
module.
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I was careful in selectively rolling back revisions, but if you've committed changes unrelated to BPY mixed with BPY changes, I might have reverted those too, so please double check.
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Bugfix, Space Handlers could crash blender when used with armatures.
also fixed some possible bugs in other areas.
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layerMask access for bone and armatures
Window.PoseMode() similar to Window.EditMode()
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replacing PyWeakref_NewProxy with PyWeakref_NewRef fixes this problem.
list(bpy.data.armatures) # would mess up weakrefs
[arm for arm in bpy.data.armatures] # didnt.
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runs..
data = arm_ob.data
bones = arm_ob.data.bones.values()
Fixed by returning existing armatures if they exist in the weakref list. tested with FBX and BVH support.
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Data from Armature.c and logic.c still leaks.
Mostly todo with PyList_Append adding a refcount and the bpython api not decrefing.
Also added some features needed to fix a bug in mesh_clean.py (ob.pinShape and ob.activeShape)
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Coverity bugfix (missing NULL check) and ref counting errors. (on module constants, so not really leaking, just not good.)
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made all libdata hashable - use the object type,name and lib for the hash.
added .tag to libdata so we can test if data's been processed without using dictionaries
added libdataseq.tag (write only) setting the tag flag (which can always be dirty)
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PyObjects type, now only use macro's
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added copy function to lamp, texture and ipo types
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previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
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from gen_utils and BPY_interface
small cleanup, removed unused functions and explicetly cast pointers..
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python types can use.
removed a lot of code duplication when moving to this.
Also removed unused functions GetMaterialByName(), same for Mesh, Object, World etc.
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* Added data.lib attributes to almost all data types, (except for Text3d and NLA)
This is None or the path of the library as a string.
* Main was giving a warning, Include Curve.h rather then CurNurb.h
* Added Library.LinkedLibs(), returns a list of externaly linked libs.
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Armatue's py object from Blender object consistant with others.
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Setup for Armature weak ref list was missing from some places where
we execute py code. This confused the interpreter and gave random
attribute/tuple parse errors.
Changed name of weak ref list to "__arm_weakrefs" to avoid name
collision with user variables.
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Armature code had missing NULL pointer check that crashed when used in pydrivers.
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Kent
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[ #5000 ] Changin EditMode in Script wrecks memory
Armatures create weakreferences in __main__.__dict__. When Window.Editmode is called, the weaklist it iterated over and armatures are updated.
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ob = scn.objects.new(arm_data)
didnt work.
Also added docs to Pose - that make an armature, add an action and add pose keyframes
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Since 2.40 (and a few pre-releases around then), armature joining has not
worked correctly. Constraints and other attributes of bones in posemode
(IK DOF limits, transform locks, custom shapes, etc.) were not preserved
on the armature(s) that were joined onto the last selected armature. This
was a serious production problem, as it meant that you could not easily
add pre-made rig segments and merge them with the rest of your rigs without
having to redo all the constraints. After a few attempts, I've finally
managed to fix this.
All constraints and parenting relationships get name corrections for the post-
merge armatures. Action channels in actions don't really get any corrections
yet unless the action is being used by an Action Constraint.
Python-API people: beware, I may have broken something in this commit.
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This isnt needed because the limit is alredy being set by rename_id()
some other minor changed- use None returning maro
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in docs.
Image - added img.fields, img.fields_odd, img.antialias, also updated the docs. replaced Py_BuildValue with faster list creation for getPixel functions.
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Bugfix #4886: deleting a bone would disconnect bones when it shouldn't have.
Thanks to Michael Ward (easybreasy) for locating the problem.
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Bugfix #4690: BonesDict_repr() had a string overflow for really complicated
armatures. Added a string length check and terminate before overflowing.
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implicit declarations, redundant redeclarations, missing initializers,
nested externs and other cruft.
Cleaned up includes and moved extern _Type decls from Types.h into
Types.c since that is the only place where they are needed now.
Did not touch Ipo.[ch] since work is on-going there.
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being invisible.
Should realy have Bone/Layer access through python.
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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.
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- added some extern keywords
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BonesDict was returning None instead of throwing a KeyError
when key not found.
Also fixed a few compile warnings about struct initialization.
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Note: has the crazyspace fix!
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duplicates bones
* fixes bug where editbones are not freed on calling update()
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(Merging is *not* fun work, especially not with bugfixes in main branch
for code that got cleaned up in the other! Poor Hos... :)
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There is a lot of very dangerous (and slow) string manipulation code in
there. I do not want to appear arrogant, but a bit of basic code QA in this
module certainly can't hurt.
Please see the diff for further explanation ;-)
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* this resolves a number of outstanding issues with the armature api and gets this ready for release
- add/remove bones possible
- rolls work correctly now!
- ik'ing to parent should work
- flags for tip/root/bone selection
- etc.
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to armature visibility layers.
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Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.
Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)
In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.
Todo: make action/nla drawing comply to Armature layer settings.
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