Rough summary of fixes/changes:
- Blender Py API: GameLogic -> bge.logic
- Blender Py API: Implemented missing KX_PYATTRIBUTE_TODOs and -DUMMYs.
- Fix for [#22924] KX_PolygonMaterial.diffuse does not return expected list[r,g,b]
- Py API: Renaming _owner attribute of mathutils classes to owner.
- Fix some minor errors in mathutils and blf.
- Enabling game engine autoplay again based on a patch by Dalai:
* The biggest 3D view in the open scene is used, if there is none, blender opens the file normally and raises an error.
* The 3D view are is made fullscreen.
* Quad view, header, properties and toolbox panel are all hidden to get the maximum view.
* If the game engine full screen setting is set, the game starts in fullscreen.
- Fix for ipo conversion on file transition in the game engine.
* All audaspace changes from the GSoC branch including the aud Python module
* This commit also includes some minor changes in source/gameengine/Ketsji/KX_PythonInit.cpp:
- Fixing names of some constants
- removing outdated stopDSP() python function
- Autoinclusion of bge instead of GameLogic
- Fix for some error messages: GameLogic -> bge.logic
-1..1) to fix errors in keying. Simplified chroma key to not take
despill into consideration (handled elsewhere). Simplified user
interface for pieces not used.
commenting 'blend_factor' for now, its not used.
COLOR and EULER internal pyrna subtypes were causing color type variables to try update euler rotation order.
slave use output log option correctly
use os.path.join more consistently (reported by Dalai Felinto)
unify frame range (was 4 digits on master, 6 elsewhere, now 6 everywhere).
Fix occasional broken pipe between master and slave (didn't affect result, just polluted log).
- replaced PySys_GetObject("modules") with PyImport_GetModuleDict()
- use defaults for keymap import/export rather then setting the same value every time from the UI scripts.
- dont run mesh update functions on zero user meshes (a bit of a cheap trick but works well), made in last commit by mistake.
- dont do a scenegraph update on linking an object, run scene.update() after linking objects.
- remove split material option since we have enough slots.
render from a Main database created from the undo buffer. That means extra
memory usage and processing needed, but gives no interference with other
data.
Still won't work entirely since there are a few things that don't get
flushed always (editmode, sculpt, ..) and some places that use globals.
- raise an exception when python calls is_property_set(name) or is_property_hidden(name) and the property does not exist.
- added BLI_findstring_ptr(), which finds a named item in a listbase where that name is a pointer to a string.
- replaced inline for loops with calls to BLI_findstring_ptr() and IDP_GetPropertyFromGroup().
* Fixed some panel ordering after recent register changes.
* Placed "Custom Props" to the bottom again, where possible
This fixes [#23171] Material context is messed up.
The file thumbnail generator would write 0x0 size png's to the .thumbnails/fail
folder. However libpng throws an error when doing this. Instead we now write 1x1
png's, which nautilus seems to be doing as well. The content shouldn't matter
anyway since we won't use it.