curve - added curve_type() to return the curve type
BPyModule & gen_library - works with text3d now, can also make new text3d through bpy.curves.new
Added Draw.Label() so scripts can draw can using freetype.
widgetwizard - use Draw.Label
* stopped bpy from importing automaticaly as decieded in the meeting.
* removed Blender.Main, since we agree it will be called bpy, renamed files also.
* updated epydocs from this and last commit.
* updated scripts to use bpy.*, and bugfix's for widgetwizard
[ #6450 ] Save UV Layout: Overflow Error
This error was caused by excentric UV faces being exported (I'm talking things like 3443870976 as UV coord, in a range of 0..1).
Edges with extreme coordinates are now ignored (for TGA only, they are exported to SVG) and a warning is printed (at most once) to the console.
I chose to still export them to SVG because they don't affect the running time of the script while exporting them to TGA is just insanely long.
packing 2400 rectanges is about 38x faster.
Use the C implimentation in uvcalc_lightmap and uvcalc_smart_project
Blender.c - filename returning None raises errors with existing scripts, just return "" so string functions on the filename dont raise an error.
bvh_import.py
- delaying IPO updates gives a significant speedup.
- IPO's use linear interpolation now
- Added an option to loop the animation.
- fix for own bug, importing to empties never worked.
- Updated ac3d exporter to use first material found in the mesh for loose edges (lines) color. Inspired by bug report from Stewart Andreason. Also made a few updates to very old parts of the code, got rid of two "try/except".
- Updated ac3d importer to be even more forgiving to bad data. Also added option to turn transparency on in the 3D View for models using materials with alpha < 1.0. Added optional support for ac3d's subdiv tag, works by adding a subsurf modifier to the imported model(s) that have this tag, so they appear as intended.
adding menu slot ScriptTemplate
new script scripttemplate_mesh_edit is a template for an editmesh script.
The function Text makeCurrent() is a dummy until I can get it working when the script runs from a menu.
object_sel2dupgroup, creates a dupliGroup from a set of selected objects, using the active as the transformation for the dupli-ob. The advantage of using thus script is that objects have this transformation removed.
To use:
Make sure NSIS is in your %PATH% and type 'scons nsis'
It doesn't currently compile blender first, so make sure you do a
normal 'scons' before this.
* Redraw the 3d view only when importing. (Not all windows)
* Select all verts at once rather then 1 by 1.
* dont print polygons when importing. (Would be better to use the progress bar for this)
- A few imported .ac models had wrong uv's, as reported by Melchior Franz (thanks). Well known reason: the vertex indices order in new faces is rearranged if the 3rd or 4th vindex is equal to 0, because of how Blender checks for tris/quads.
Fixing with that old trick of adding a vertex at index 0 in mesh.verts, adding 1 to each face vertex index, then removing the extra vertex after the model has been imported.
- Minor updates to the ac3d importer to support bad files (with more data than reported, this time) and properly handle texture paths with win separators ('\') and spaces. Again, thanks Melchior Franz for testing and reporting.
- Fixing bug #5950 reported by Stewart Andreason (thanks):
http://projects.blender.org/tracker/?func=detail&atid=125&aid=5950&group_id=9
Importing .ac models created Blender objects with user count equal to 2, instead of 1 (so they couldn't be deleted in Blender), because the script kept a second reference to each created Blender object and so Python didn't deallocate things properly at the end of the script.
Now these extra references are deleted in the script, preventing the problem. But this is surely something to fix in the API itself.
* moved from NMesh to Mesh
* added more error checking.
* tested with 1660 lightwave models
* faster dictionary usage.
BPyImage - disallowed recursive searching of '/' or a windows drive letter.
Mesh - removing UV or Color layers didnt check if the active object was in vpaint of uv mode, removing the last layer could crash blender - now switch to object mode if its the last layer like the UI.