- UV texture coords were never written.
- TexFace with no material resulted in an invalid XML file (unclosed tag)
- freewrl wouldn't parse "FALSE", needs to be "false"
- the ID data name was being written as the filename, so in many cases images wouldn't load.
obj.add_vertex_group() --> obj.vertex_groups.new()
obj.add_vertex_to_group() --> obj.vertex_groups.assign()
note: obj.vertex_groups.assign() will be very slow, need to have this take a list rather then 1 vertex at a time.
- mesh.add_geometry(v, e, f) --> mesh.vertices.add(tot), mesh.edges.add(tot), mesh.faces.add(tot)
- mesh.add_material(mat) --> mesh.materials.link(mat)
changed material.link so it always adds a material even if it exists in the list, this behavior is good for users but not scripts since it can mess up indicies (some formats may have the same material set twice).
Contributed by Imran Syed (freakabcd)
Adds a field where the user can put in name/nickname that exporters
then can use to write authoring information, where possible.
* 'Active' on TimeLine header needs to show choices ALL KeyingSets available (Builtins + Scene-Absolutes), not just the ones in Scene ("Absolute Paths")
* The active KeyingSet setting is needed/used-by for both of these.
eg:
row.prop_search_self(scene, "active", "keying_sets", text="")
...becomes
row.prop_search(scene.keying_sets, "active", scene, "keying_sets", text="")
This is more flexible since it works for other UI functions too.
eg:
bpy.context.StringProperty(attr='myprop'); del bpy.context.myprop
- made rna StringProperty/PointerProperty & similar into class methods.
- file selector hide option was inverted
scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
layout.prop_object() --> prop_search().
The internal name is uiItemPointerR, in python this can translate into into an Object, however this is misleading.
It can be confused with a blender Object and uiItemPointerR can also be used for strings.
changed some rna names to be more consistant
- use_texture -> use_image, since it sets if 'image' is used.
- use_map_color_diff -> use_map_color_diffuse since diffuse is used elsewhere in the same type.
Changed some names when applying.
- render was use_render, changed to show_viewport so call it show_render
- texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting.
- transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
An example of how this is useful - an importer mixin could define the filepath properties and a generic invoke function which can run the subclasses exec for each selected file.
- Panels and Menus now skip the property check when registering.
- renamed _idproperties_ to _idprops_ in function names, function names were getting very long.
- any numnber of attributes are supported for renaming, eg: modifiers["Foo.Bar"].prop.bar
- the path is resolved in blender so each attribute is type checked against the naming list.
- inherited properties are supported by recursively checking parent classes names aganst the name list.
- fcurves and drivers are currently supported.
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.
* 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.
- fixed reading meshes without faces.
also changed...
- read verts/faces/uvs in one struct.unpack(), should be a bit faster.
- removed mesh/material splitting, very confusing/slow code and not needed since the 16 material limit was removed.
- load image paths with bpy.path.resolve_ncase() since many 3ds's files has case mismatch with file names (applies to OBJ too).
- remove XML testing feature
- add 2 modules: bpyml - generic, bpyml_ui - blender spesific. nothing uses these now.
==bpyml_ui module==
defines BPyML_BaseUI and its draw() function which uses the bpyml member of the class instance self.draw_data & self.draw_header_data.
This way declarative ui is opt-in and easy to use by using BPyML_BaseUI as a mix-in class.
==bpyml module==
This module translates a python like XML representation into XML
or simple python blender/ui function calls.
sometag(arg=10) [
another(),
another(key="value")
]
# converts into ...
<sometag arg="10">
<another/>
<another key="value" />
</sometag>
- rename TextLine.line -> body, ConsoleLine.line -> body
- minor speedups when setting the body text, also re-allocate console lines if they are < half the length.
- added option to highlight current line in the text editor.