- 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.
- added image.getBindCode() docstring to Image's epydoc file (thanks Satish Goda).
Scripts:
- Adding Apply_def.py to "Mesh" scripts menu (thanks author: Theeth);
- Updating JMS's disp_paint.py (also changed its name to remove version info);
- minor updates in docs and scripts.
3d Cursor, only Ob Centers
Median Point, only Ob Centers
They prevent rotation/scaling from effecting the scale/rotation of the objects and just effects their position.
This is handy for aligning objects if you constrain to an axis and scale, as well as other neato things :)
Intrr came up with the code and I hacked it into the GUI
This installer script is modified from the original one so that the SConstruct
will dynamically add the files that need to go into the installer. This means
that adding a script to release/scripts will automatically put it in the installer.
Also, adding new resource files in bin/.blender/ will make sure that those get
added to the installer.
- added submenu "Scripts" in both View3D->Object and Mesh menus.
Put them on top (it's better to follow some guideline, so users don't have to search for "Scripts" submenu in a different position in each menu), feel free to change.
- added button 'previous win' to SpaceScript, makes accessing buttons win, for example, much faster. Maybe all spaces could have this button.
BPython:
- added Window.EditMode(), to check, enter and leave edit mode. Scripts that change mesh data need this to leave edit mode before making changes to the active (G.obedit) mesh, of course.
- updated script bevel_center to use the above function and also popup an error msg if the active obj is not a mesh.
- doc updates, minor fixes.
Forgot to mention in my previous commit that I also updated the "-P" command-line option (for running script files) to be able to run already loaded Blender Texts, too. So, if you have a script called 'Text' in foo.blend, you can run it with blender foo.blend -P Text .
- hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms);
- bevel_center by Loic Berthe, suggested for inclusion by jms;
- doc_browser, by Daniel Dunbar (Zr)
Thanks to them for the new contributions!
(I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?)
BPython related:
- Added scriptlink methods to object, lamp, camera and world.
- Object: added object.makeTrack and object.clearTrack (old track method).
- sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither.
- doc updates and fixes.
- made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data.
- Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...)
- Draw: added mouse wheel events.
- Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate".
The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
- Added KlopUtils by Carlos Lopez and Batch Object Name Edit by Campbell Barton (thanks both!)
BPython:
- Fixed things I recently broke in Blender.sys, added Blender.sys.join(dir, file)
- doc and other minor updates
- Added function Blender.Save(filename) to save .blend files.
- Added scriptlink-related methods (get, clear, add) to Scene and Materials. Will still add method remove and add these methods to World, Object, Camera and Lamp.
- Updates and small fixes in docs.
- numerous bug fixes and improvements, that are far too numerous
to mention here!
- In addition, the new python scripts have been added to the file list,
bringing it up-to-date (for now!).
Campbell Barton updated his Wavefront OBJ scripts and Ben Omari updated his DirectX 7 and 8 ones (thanks both). The other listed scripts had minor updates to accomodate the menu changes.
- Scripts in menus:
renamed Tools to Object, Generators to Add, and Modifiers to Mesh (Metaball, Curve, Surface can be added later), to integrate better in the interface.
- Fixed a bug in Blender.sys.makename: last letter of file extension was being cut out.
PupStrInput, a wrapper for the Blender String popup (thanks!)
- Fixed bug #1374 reported by Gabriel Beloin (gabio, thanks too):
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1374&group_id=9
There was a minor mistake in the import menu: vrml called dxf and vice-versa and shortcuts were wrong (removed them).
- Doc updates, minor updates elsewhere.
Wim Van Hoydonck contributed the famous Knife script (put under Modifiers group) developed by Stefano Selleri and himself (thank to both!)
- Added helper function Blender.sys.makename, updated docs and script ac3d_export to use it (shall update other exporters too):
this function is just a simple helper to format a filename as needed (change extension, strip dirname, it defaults to use G.sce as path).
- Added a test method: Blender.Scene.getScriptlinks(eventName):
just testing, if this path proves useful other functions will be added and made general, for objects, etc.
* Added items for importing DXF, VRML, etc. in the File->Import menu, that just call the normal Open function. Most people don't even know that you can open these formats through the normal Open fileselect, so this will make it more obvious.
* Removed the 'Export Selected' menu, and put poor old lonely STL in the Import and Export menus too. Most of the exporters export only the selected object anyway, so it's not really a necessary distinction to make.
- added function Blender.sys.exists(path) to check if a given file exists;
- forgot to mention: in my previous commit the blender.html file was also updated slightly.
- tiny updates for better behavior, unix line endings, cvs Id tags;
- Updated DX7 exporter (thanks to author Ben Omari who's also working on a DX8 one);
- added sysinfo script;
Interface (scripts):
- changed behavior for which win is chosen for script guis:
Now there's a smarter order, guis will use either:
- Scripts win
- Buttons win (if not a script from groups Wizards or Utils)
- Text win
- Closest bigger area
- Added a button to the scripts header so that it's faster to return to the buttons win (this can be made general), if that was the previous win used.
-starting updates and new additions for Blender 2.34:
Some of the new scripts require Python modules not builtin with Blender, so you either need a full Python install or the needed extra modules. This is an ongoing work, there should be more scripts, better testing and also proper ways to tell users they don't have all expected modules. It's expected that Win users won't need full Python installs, since we can provide a minimal zip with the needed modules from 2.34 on.
Thanks to Anthony D'Agostino (scorpius), Jean-Michel Soler (jms) and Campbell Barton (Cam / ideasman) for donating the scripts now added / updated.
BPython:
-added two new script menu groups: Tools and Utils. We still need to find places elsewhere in the gui where the groups can be put.
in the UV/Image editor 'UVs' menu
Script authors can use:
Group: 'UV'
in the headers of their scripts to let them appear in
this menu.
* Updated the UV Face Layout script to reside in the UVs
menu, rather than the (incorrect) File->Export menu.
Now uses 'Application Data/Blender Foundation/Blender' instead of old
"Not A Number" dir.
- Updated windows installer to make this change transparent for the
users. It copies /.blender to the new location and displays a short
message to advise them of the change
(http://homepages.nildram.co.uk/~aphex/installer_msg.jpg).
- Installer also includes fix for opening blend files from explorer (patch provided by Valentin Ungureanu (vung) - thanks!)
Note to CVS users on Win2k/XP: Although blender will continue to work
without changes, you should ideally copy the /.blender dir to
<app data>/Blender Foundation/Blender for the sake of correctness :)
The png file containing the icons, 'blenderbuttons', was updated to contain
these new icons. It now also contains the icons from the 2.30 ui makeover.
The file had not been updated since then.
- tiny harmless change in module Blender.Material's *doc*.
Aphex: tested your fix for windows (thank you -- and Bill Baxter for reporting):
It doesn't break anything here (linux). So probably no need for #ifdef's.
-- fixing a last minute bug: scripts w/o guis that called the file selector were
not being checked for errors, which could cause crash dumps upon exiting.
-- docs: updates for Draw (fixed example) and Material (added tex related methods docs)
Scripts:
-- added some more scripts, all I could get in shape in time (at least they export / import back).
Only tested on linux.
instead. Also moved the creation of $(CONFDIR) up so that it
gets created before dumping files into it. There is still one
extra reference to .blender for osX but I wasn't sure what was going on
so I left it. It really should be "fixed" though.
Kent
- as proposed by Ton, default dir for menu enabled scripts is:
userhome/.blender/scripts if available or (using bprogname -- argv[0]),
blenderInstallationDir/.blender/scripts/ otherwise.
- moved a piece of code from BPY_interface.c to BPY_menus.c to get rid
of a linkage warning reported by J. Walton
-- added the first scripts to release/scripts:
We need time to get more scripts there, but the situation should improve
consistently from now on. Adding three export scripts: cal3d, directX, ac3d.
And one import: ac3d.
* the compiled plugins get moved to .blender/plugins in the
release tarball (the include and C files remain where they
were). Please test.
* if they exist, the directories release/scripts and release/bpydata
get copied to .blender/scripts and .blender/bpydata respectively.
The third is for actually loading the plugins in blender.
For some reason its not identifying the plugins correctly,
but it compiles and runs so I'm including it hoping someone else
might see where I've messed things up...
I have a simple example at http://www.cs.umn.edu/~mein/test.tgz that
works, if anyone is interested in playing with it.
Kent
http://www.cs.umn.edu/~mein/blender/plugins/bmake
Basically added options for Darwin, and made a var $EXT
that gets set to so, dll or dynlib depending on the platform.
It looks like I'm still getting linking errors on macosx on some of the plugins
but its a good start.
Kent
you can also do a make release inside of blender/source
Should this be moved to the rootdir or do we want it sort of hidden?
Also I only tested it on linux so feel free to give it a shot it probably will
need some tweaks for other platforms but hey :)
I set VERSION to 2.26a wasn't sure what we want it to be.
Kent
junkies will be happy to find the datatoc.c program in the
datafiles directory).
Some quick notes:
* 'datafiles' has the version 2.21 splash.jpg and blenderbuttons (e.g., so
no NLA icon). Someone should at least get the 2.25 blenderbuttons from
somewhere and commit them.
* 'text' has obsolete content/license
* I did not include the python scripts as they have copyright
Jan Walter and no license specified.
* I changed to unix line terminators everywhere with the exeption of the
'windows' directory.
Chris