* Added panels with dummy preview template.
* Added constraints panel for bones next to objects, though it
doesn't work that well yet, the operators and code need to be
changed so they don't assume it is one or the other in/out
of posemode.
* Added some graying out in the scene and world buttons.
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
* Made separator item work horizontal & vertical.
* Add colon (:) automatic for int/float/enum/string.
* Added space variables to uiStyle and use them in the
layout engine.
* Added initial World buttons by Thomas Dinges, thanks!
* Added some code for modifiers in the Object Data context.
This will become a template though.
* Use a common poll() callback in the scripts to reduce code.
The Python API to define Panels and Operators is based on subclassing,
this makes that system more generic, and based on RNA. Hopefully that
will make it easy to make various parts of Blender more extensible.
* The system simply uses RNA properties and functions and marks them
with REGISTER to make them part of the type registration process.
Additionally, the struct must provide a register/unregister callback
to create/free the PanelType or similar.
* From the python side there were some small changes, mainly that
registration now goes trough bpy.types.register instead of
bpy.ui.addPanel.
* Only Panels have been wrapped this way now. Check rna_ui.c to see
how this code works. There's still some rough edges and possibilities
to make it cleaner, though it works without any manual python code.
* Started some docs here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNATypeRegistration
* Also changed some RNA_property and RNA_struct functions to not
require a PointerRNA anymore, where they were not required (which
is actually the cause of most changed files).
* Don't call generic layout hints templates anymore, i.e.
TemplateRow becomes Row, etc.
* Added more general layout nesting, using uiLayoutSplit()
and uiLayoutBox() functions, for which the sublayouts
can then be accessed using uiLayoutSub(), to put items
in those sublayouts.
* Some steps to make the layout decisions, like which items
to put in which columns, independent of the width of the
window or the text in the buttons. We want the layout to
be stable under resizes and translations.
* Added an "expand" parameter to uiItemR, used now to expand
enums into a row instead of using a menu.
The bug was todo with bpy.data and bpy.types becoming invalid, temporary fix is to re-assign them to the bpy module before running python operators or panels.
will look into a nicer way to get this working.
this means it caches the compiled pyc files after importing fro the first time.
My times for importing 501 buttons_objects.py files were.
- running each as a script 1.9sec
- importing for the first time 1.8sec
- importing a second time (using pyc files) 0.57sec
Also added "bpy" to sys.modules so it can be imported.
* Added very basic loading of .py files on startup to define panels.
It now executes all .py files in .blender/ui on startup. Right now
this contains the object buttons, the C code for it is commented out.
These files should get embedded in the blender executable as well
eventually, that's a bit more complicated so this works for now.
* For scons and cmake it seems to copy & find the files OK, for make
only "make release" works (same with scripts/ folder it seems).
* Added BLI_gethome_folder function in BLI_util.h. This is adapted
from bpy_gethome, and gives the path to a folder in .blender like
scripts or ui.
There's plenty of things to figure out here about paths, embedding,
caching, user configs ...