Age | Commit message (Collapse) | Author |
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- removed editors/area and put this all in screen
- added first python calls (note, a new c file for scriptlinks)
- added view3d editor callbacks (no drawing yet)
- added files in editors/interface
(Cmake and Scons has to be fixed, help welcome!)
- now areas/headers are being converted on file read
- note: previously saved 2.50 files will crash!!! (.B.blend)
- area regions are being drawn, first handler for cursor added (on edge)
- window duplicate and scale works correct for screen subdiv
Todos for me:
- need to fix things in syntax (function names) a bit still
- more operators for screen
- define how Context will work... still unresolved when it gets set
- docs!
Reviews of code structure is welcome!
There are also more todos now for others, but it can wait a couple of days
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Makefiles especially, and of course the windowmanager DNA!
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adding new windowmanager module, and the first bits of new editors
module.
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using this scene or if it was used as a set elsewhere.
In both cases this resulted in invalid pointers and crashes.
Also was not freeing nodes or sequence data.
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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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glow
Added py-api write access to sequencer images.
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often close when dragging a button value (or when using a tablet I am told)
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Bugfix #7898: added access to DISPLACE modifiers, add ARRAY constant to
modifier documentation.
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Bugfix #7877: fix for lamp.setMode() and lamp.setType(): need to build
tuples instead of just int or float objects.
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used for clipping were being stored in the mesh, but modifiers
can result in two objects with the same mesh having a different
bounding box. Solution is to store bounding box in the object.
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replaced some magic numbers
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for python are broken...
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Patch [#7829] "compressfile" parameter for Blender.Set() from JMS
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Added a keyword argument for mesh.pointInside(point, selected_only=True)
This means only selected faces are tested when doing the inside/outside test, disabled by default.
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made it possible to remove curves from python with "del curve[i]"
mesh_edges2curves.py - remove unused function.
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wizard_curve2tree.py - didnt work with no bevel object
Curve.py - ext1, ext2 didnt reference the interface names.
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the context)
Mesh.c - mesh.faces.extend([..., smooth=True]) - smooth keyword argument, in a number of places was looping through all faces just to smooth them.
mesh_skin.py - smooth by default
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removing vertex groups was broken, the function being called was for editmode, this would remove the vertex group but apply the weights from the removed group to the next vertex group.
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- Seperated StripData into
StripData
TStripData
where StripData holds only image-filenames and TStripData holds
the working information needed for ImBuf caching.
=> Large drop in memory usage, if you used a lot of movie and meta strips.
=> Fixed bugs in "duplicate" on the way (imbufs where copied around without
taking reference counting seriously...)
=> Code is much cleaner now
- Added defines for TStripData->ok
Finally figured out, what the magic values ment and named them properly :)
- Got rid of Sequence->curelem.
Reason: very bad idea(tm) for multi threading with more than one render
thread. Still not there, but this was a real show stopper on the way.
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material textures and UV layers. Also added some detail options and made it easier to get low poly results.
* Mesh.c bugfix, "mesh.verts = None" didn't set the mesh->mselect pointer to NULL, wizard_curve2tree so would crash when in editmode.
* Texture.py - MTex.uvlayer doc was missing
* buttons_shading.c - Stencil tooltip was stupid.
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mesh.pointInside(vec) wasnt working in all cases. (own mistake)
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to fix the bug himself.
Tree From Curve,
- report error when nurbs or poly curves are used.
- don't throw errors when >4 branch's per segment are used. also try deal with this better. though no nice solution exists.
- default speed is 10x slower then before.
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added .smooth setting to CurNurb's
so you can do....
for curNurb in Curve.Get('foo'): curNurb.smooth = True
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Python api - texture.evaluate can now accept tuples of numbers as well as vectors
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Constraint.InsertKey was inserting keyframes for the wrong action-channel. It was doing so for the active bone, not the owner of the constraint.
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Scene.update(full=1) was pretty useless as it didn't actually evaluate the
depsgraph DAG. This meant, for example, that re-evaluating the parenting
tree for an armature pose could only be done by redrawing the view (which
evaluates the depsgraph). scene_update_for_newframe() is now called when Scene.update is in "full" mode; to prevent firing off newframe scriptlink events, scriptlinks are
temporarily disabled while scene_update_for_newframe() is being called.
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Blender.Geometry.ClosestPointOnLine(pt, vec1, vec2) -> (pt, lambda)
This wraps lambda_cp_line_ex
Needed for experemental tree generator
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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 pose bones, even though this is a Bone property, its much more convenient to add access from the poseBone, it also matches how the
user interface works.
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Document Peter's fps_base attribute for scene rendering objects; also remove
framesPerSecBase() method (preference is to add only attributes, and he did
add fps_base attribute).
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layerMask access for bone and armatures
Window.PoseMode() similar to Window.EditMode()
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command line) - the initial undo state would be set to the default scene.
So holding Ctrl+Z would go back to the default .B.blend rather then the file that the user opened.
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I've finally traced down the causes of several of the bugs which caused PyConstraints to work incorrectly (or not at all).
* Freeing is now done using BLI_freelistN inside the pycon_free function, instead of looping through the targets ourselves. This fixes all of those Memblock free: pointer not in list errors.
* BPY_pyconstraint_update now correctly creates/frees the constraint's targets as needed. Previously, it was creating/removing the wrong number of targets. Also, pyconstraints no longer get disabled when using armatures (not bones)
* The panel drawing was also not working right, as there were still some offset issues.
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Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
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was py 2.2 which probably wont even compile anymore)
pose.c - left a print here
export obj would ask about file overwriting twice.
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unused var
return makes integer from pointer without cast
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This adds fractional FPS support to blender and should finally
make NTSC work correctly.
NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough.
I added a seperate variable frs_sec_base and FPS is now
frs_sec / frs_sec_base.
I changed all the places, where frs_sec was used to my best knowledge.
For convenience sake, I added several macros, that should make life
easier in the future:
FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS : return current FPS as a double precision number
(last resort)
This closes bug #6715
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.
https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125
Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.
The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.
Enjoy!
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compared to the 32bit
install.
face.uv[:] was returning a blank list. and making smart UV projection script fail.
On one system Python is giving the slice function positive values, whereas on the 64bit system its
passing negative which are then clamped to zero.
made mathutils types accept negative values for slicing. This is very odd because both systems are
running ubuntu gutsy with python 2.5
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