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2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-03-09fix for uninitialized variables in uv stretch drawing,Campbell Barton
[#8428] 'Editmesh_active' theme colour not accessible via Python bugfix problem where saving a theme would raise and error when ~/.blender didnt exist. bugfix for file selector staying open (introduced with own undo resistant scripts)
2007-12-17Reverting to 2_2x BPYMartin Poirier
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.
2007-09-25made active vert/edge/face draw properly with modifiers applied and made ↵Campbell Barton
their theme default white. removed active face draw in Face/UV (which is now paint mask mode) mode.
2007-06-29remove unneeded checks from the python APICampbell Barton
2007-06-16Python API, more METH_VARARGS to METH_OCampbell Barton
2007-05-28more memory leak fixes, though only a few are likely to happenCampbell Barton
2007-05-25Many long standing memory leaks fixed in the BPY api.Campbell Barton
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)
2007-04-02PyAPICampbell Barton
reverting python dealloc function removal, caused Save Theme to crash.
2007-03-15removed unneeded dealloc functionsCampbell Barton
2007-01-03added sharp edge theme colorCampbell Barton
2006-12-30Python API:Willian Padovani Germano
-Added missing access to Node win theme (thanks Mickaël Le-bihan for pointing) and also options group and group_active. -Added Node space to Window.Types dict. -Tiny update to the save theme script version numbers (keeping 2.42 for now to avoid popups, but should change to 2.43 right before release). BTW: Happy New Year everyone :).
2006-12-30* theme save script now saves iconThemes and supports string types.Campbell Barton
* added .iconTheme variable * bugfix. drawType was not being saved because Py_BuildValue and __members__ was missing an "s" * added Blender.Get('icondir')
2006-06-08==Sequencer==Peter Schlaile
Added patch by Matt Ebb, that enhances the sequencer GUI in several ways: - It looks a lot better - Strip colours are themeable. - The drawing code is more readable. - The background of the timeline makes now distinguishing the channels easier by alternating between different shades of gray. - Handle-scaling is clamped to min and max-values, making it possible to grab strips at large zooming levels more easily. - Preview-images can be panned by dragging it with the middle mouse button. Home-Key resets the position. - Since some people can't grab the meaning of "C 0", it is renamed to "Chan: 0" - Effect strips have slightly different colors to distinguish them better. Additionally: - fixed an off by one error in Matt's patch - Scene-rendering saves CFRA to avoid jumping current-scene on scrub (might be academic fix, since most likely it only happens if you add the sequencer-scene to the timeline... But nevertheless it bugs you on testing the GUI ;-)
2006-01-16BPython:Willian Padovani Germano
- minor: added missing theme options (bone_solid, bone_pose, strip, strip_select) to Blender.Window.Theme and also updated accordingly (version info) the script that saves themes as scripts and the module's doc.
2005-11-20Patch by Matt Ebb: upgraded usablitiy of text button.Ton Roosendaal
Textbuttons now allow a selection too (like any textbutton in other UIs). By default, on activating a textbutton, the entire button text is selected when you enter the button. A single arrowkey or LMB click reveils the cursor then. Here's more user notes: LMB click: If inside the button, places the text cursor at the clicked position. If outside the button, confirms/finishes editing LMB drag: Selects the text between the start and end point of the drag. Backspace: Deletes selected text, or backspaces a character Shift Backspace: Deletes all, as before. Delete: Deletes selected text or forward deletes a character Shift LeftArrow: Extends the selection left Shift RightArrow: Extends the selection right LeftArrow: If there's a selection, move the cursor to the left edge of the selection, otherwise move the cursor left a character. RightArrow: If there's a selection, move the cursor to the right edge of the selection, otherwise move the cursor right a character. UpArrow/Home: Move the cursor to the beginning of the line DownArrow/End: Move the cursor to the end of the line Ctrl Left arrow and Ctrl Right arrow to jump between directory separators
2005-11-19Finally switched to porting UI stuff from tuhopuu!Ton Roosendaal
This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-07-18Header file clean up and warning fixesJoseph Gilbert
- Mostly this cleans up the #includes and header files in the python project. - Warning fixes are mostly casting issues and misc fixes. General warning clean up. - #include Python.h MUST come as the first include to avoid the POSIX redefine warning in the unix makefiles - fno-strict-aliasing flag added to makefile to fix a unavoidable type punning warning in types.c
2005-06-11BPython bug fixes:Willian Padovani Germano
- #2646 reported by Campbell: Python/Fileselector (moving from fileselector called by script to another space caused script to hang around open but not accessible) http://projects.blender.org/tracker/?func=detail&atid=125&aid=2646&group_id=9 - #2676 reported by Wim Van Hoydonck: 2.37 python scripts gui: event 8 ignored (thanks Ton for discussing / pointing what to do, Ken Hughes for also working on a fix) http://projects.blender.org/tracker/?func=detail&atid=125&aid=2676&group_id=9 - gui-less scripts with calls to progress bar inside fileselector callbacks didn't return to the previous space on exit (staying on Scripts win), requiring an event to do so (mouse movement, for example). Quick fix for now, will rework a little after 2.37a for a better alternative, not needing to move to the Scripts win at all. - added syntax colors access to Window.Theme module. Scripts: - updates by Jean-Michel Soler: svg2obj (svg paths import), tex2uvbaker, fixfromarmature; - updates by Campbell Barton: obj import / export, console; - tiny: converted vrml97 export to unix line endings; - updates in ac3d exporter, help browser, save theme. Thanks all mentioned above.
2005-05-09BPython:Willian Padovani Germano
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-04-21BPython:Willian Padovani Germano
- based on a request by Campbell (he also provided a patch for scene.Layer) access to layers was improved a little, keeping the old method (ob.Layers is a bitmask) and adding the nicer one (ob.layers is a list of ints). Done for objects and scenes. House-cleaning: .Layer was renamed to .Layers (actually just using strncmp instead of strcmp, so both work, same done for Window.ViewLayers). - finally committing patch by Ken Hughes to let .clearScriptLinks() accept a parameter (list of strings) to clear only specified texts. - doc updates and fixes (JMS reported a problem in nmesh.transform() example code). Thanks all who contributed.
2004-11-11BPython:Willian Padovani Germano
- Stephan Gartner reported a crash with Scripts Help Browser script found while porting blender to Linux/x86_64, related to bugs in Blender.Window.Theme module: two object types were being defined with wrong sizes. My mistake, when I wrote that code I copied/pasted those portions around and didn't check properly. Should be fixed now. Thanks Stephan.
2004-10-20BPython:Willian Padovani Germano
- Blender.Window: added function GetPerspMatrix() (Tom Musgrave's patch, thanks); - added Chris Want's patch to tell argc, argv to the Python interpreter (thanks, Hos); - Blender.Image: added image.glFree() to free textures bound by the recently added image.glLoad() (both suggested by Campbell Barton -- thanks, with these Blender can be used to load textures for scripts); - Blender.Sound: removed for now at least a few get/set methods of vars that can't be accessed via interface; - renamed Get/makeActive to Get/setCurrent in Blender.World (actually added alias for now), same in Blender.Sound: renamed makeActive to setCurrent. Stephen Swaney pointed this some weeks ago, we should stick to one naming convention. - added documentation for Sound and Window.Theme modules and the other added functions, made other small updates. - Blender.Object: made 'worldspace' become the default output of .getMatrix and .mat/.matrix: after reading a discussion on blender.org's Python forum where eeshlo mentioned the pre 2.34 default was worldspace, I took a better look at Blender's relevant code, confirmed, talked to Theeth about this and as he suggested am changing the default back to 'worldspace'.
2004-09-26Another round in the Great BPy Cleanup:Stephen Swaney
Run everything thru indent to cleanup spaces vs tabs. Clean up some of the comments by hand. BGL.c was not touched due to all that macro wackyness. There are no functional changes to the code. Pre-indent versions of source are tagged with tag bpy-cleanup-20040925 , just in case.
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.