added access to deform weights, access to weights acts like a python dict so you can do...
print(group in dvert)
dvert[group] = 0.5
print(dvert[group])
del dvert[group]
print(dvert.items())
This also makes it clearer that the faces are for tessellated results only.
Added a section on the Gotcha's about upgrading scripts, the pros and cons of MeshTessFace/MeshPoly/BMFace.
and spesifically how to upgrade importers and exporters for 2.63+.
- add examples for custom-data access
- group BMesh types logically in docs
- added missing docstrings
needed to add grouping functionality to sphinx for this.
Small fixes (thanks Terry Wallwork for reporting)
- adding logger filehandler in main () so that ARGS.output_dir exists, otherwise we get an IOError
- the zip was not including files in a container directory
Committing a patch similar to revision 44887 with fixes to my own bugs
(sorry Campbell, and thanks for reviewing :)
Fixes
------
- examples/ svn directory not removed anymore (in-source builds possible again)
- fixed "include references somehow stopped working"
+ using shutils.makearchive() to zip the file
New command line options
------------------------
-l: Log the output of the api dump and sphinx|latex warnings and errors
If given, save logs in:
* OUTPUT_DIR/.bpy.log
* OUTPUT_DIR/.sphinx-build.log
* OUTPUT_DIR/.sphinx-build_pdf.log
* OUTPUT_DIR/.latex_make.log
(using only one log directive instead of -l for bpy and -L for sphinx)
-P: builds the pdf
-R: pack the files in a dir ready for online deployment
(including the zip and the pdf eventually)
Example usage:
./blender.bin -b -P doc/python_api/sphinx_doc_gen.py -- -p bmesh* -o ./<OUTPUTDIR> -B -P -R -l
sphinx_doc_gen.sh broke building docs -
- examples/ svn directory was being removed since it assumed an out-of-source build.
- include references somehow stopped working (didnt find why).
also fixed an unrelated error with building docs in object_utils.py
New command line options:
-l: logs bpy dumping problems in OUTPUT_DIR/.bpy.log
-L: logs sphinx|latex problems in:
* OUTPUT_DIR/.sphinx-build.log (sphinx building html problems)
* OUTPUT_DIR/.sphinx-build_pdf.log (sphinx building latex problems)
* OUTPUT_DIR/.latex_make.log (latex make problems)
-P: builds the pdf
-R: pack the files in a dir ready for online deployment
(including the zip and the pdf eventually)
Example usage:
./cmake/bin/blender -b -P ./blender/doc/python_api/sphinx_doc_gen.py -- -p bmesh* -l -o ./python_api -B -P -R -L
- Enhanced the -T option:
- we can now choose among custom themes (now 'blender-org' and later 'naiad')
and Sphinx internal themes (use -h option to see which ones)
- choosing a custom theme will copy the theme dir to the output dir
- Added two new command line options:
-N: Add the theme name to the html dir name
For example, if we choose the theme 'haiku'
with using -N will create html files in sphinx-out_haiku/
Useful to test separate themes without overwriting the smae folder each time
-B: Builds the html docs running sphinx-build
This is useful to avoid runing sphinx with a separate shell command
- Fixed the URL in undocumented_message()
(sphinx_doc_gen.py)
- file reorganization to use more functions (easier to read)
- adapting to work after a recent commit that made some of the members of bpy.app.*
output bytes instead of strings (see [#30154])
- a couple of new command line optionsto avoid editing the script:
-T: let you choose the sphinx theme: the theme dir get copied in the destination dir
-b: choose if we want the bpy module page or not
Current command line arguments optional arguments:
-h, --help show this help message and exit
-o OUTPUT_DIR, --output OUTPUT_DIR
Path of the API docs (default=<script dir>)
-T SPHINX_THEME, --sphinxtheme SPHINX_THEME
Sphinx theme (default='default')
-f, --fullrebuild Rewrite all rst files in sphinx-in/ (default=False)
-t, --testdump Dumps a small part of the API (default=False)
-b, --bpy Write the rst file of the bpy module (default=False)
(rst/info_best_practice.rst)
- fixed a typo
Also adds DampedTrackTo to the list of supported constraints in the BGE
Test file:
http://www.pasteall.org/blend/11715
Patch developed as part of a project to NF-UBC Nereus Program.
Development time 'sponsored' by the project.
www.nereusprogram.org
- Works in macOSX now (hackish)
(TODO: not check for OSX explicitly but handle exception if it fails)
- We can now generate rst files outside out of the source (was annoying)
- Moved some vars at module level
- Managing the command line args with argparse.
Example usage:
./cmake/bin/blender -b -P ./blender/doc/python_api/sphinx_doc_gen.py -- -o ./python_api
Description:
This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
Here is the description:
As the summary says, this patch adds a new event to both SCA_PythonKeyboard and SCA_PythonMouse. This property is similar to the events property that both have, but it only returns events which are not KX_NO_INPUTSTATUS. This moves the "no input" check from Python to C, which gave my input handling code a 2x speed up. Python sucks (performance-wise) with iterating lists and SCA_PythonKeyboard has close to 200 events (I think something like 177, but I don't know for sure).
revisions: 38166,38167,38177,38179,38180,38187,38242
To be implemented after merge:
1) add pydocs(rst) for the video texture new defines
2) see if a NodeSetLocalMatrix would fit well
#43439 by kupoman
Changing the worldTransform and localTransform python attributes to use BLI_math to simplify the code
#38242 by kupoman
Adding the constants SOURCE_ERROR, SOURCE_EMPTY, SOURCE_READY, SOURCE_PLAYING, SOURCE_STOPPED to the video texture module. Updates to the documentation will follow after a merge with trunk
#38187 by kupoman
Updates to the documentation to reflect that worldScale is now writable, and added localTransform and worldTransform to KX_GameObject.
#38180 by kupoman
The Transform attribute of KX_GameObject was based on world space data. I converted that one to worldTransform, and added a localTransform for local space transform information.
#38179 by kupoman
Fixed the transform attribute of KX_GameObject's set method to properly deal with negative scaling.
#38177 by kupoman
Updated the transform property on KX_GameObject so that it is now read/write, and added the corresponding set method. Also simplified the get method by calling GetOpenGLMatrix instead of making the matrix myself.
#38167 by kupoman
Adding a read only transform attribute to KX_GameObject that returns a 4x4 matrix representing the object's transformations.
#38166 by kupoman
Adding a worldScale attribute to KX_GameObject. This attribute scales the object independently of its parent's scale.
by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
This should fix an error with generated qtcreator projects.
also replace decoded bytes for unicode escape sequences in the VIEW3D_MT_edit_text_chars menu.
added python doc section on script performance and a note on relative file paths in the gotcha's page.
also added script for spell checking py comments.
- added API examples for mathutils.Color/Euler/Quaternion/Matrix.
- corrected own bad spelling matricies --> matrices.
- minor pep8 edits.
- update CMake ignore file list.
updating the doc.
I'm also including the latest API dump with it. This helps to keep track of the revisions to update and the next person updating doesnt need to build an old Blender for that (as I just had to).
I updated the sphinx_changelog_gen.py with this info as well.
I'll update changelog.rst manually next. I'm not so sure how to indicate that the properties were replaced instead of only removed.
- change short -> char for flags that support it.
- add pose 'temp' pointer to use for outliner drawing (was using 'prev' and restoring which seems dodjy)
shader = gpu.export_shader(scene,material)
Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data.
The full documentation is under sphinx.
Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
I named all the BGE modules with their actual names (e.g. Rasterizer, Video Texture, ...). so in the API index.html page they look more like the other Blender modules.
I did the same for the bgl module.
For bge.constraints this patch exposes the constants values for debug mode and createConstraints (they were hardcoded innts before).
+ making all the "todo" and #comments into rst comments (.. comments)
Thanks Solano, it's great to get help to those tasks :)
- added menu templates
- move template menu into the header of the text editor (so users will find more easily)
- updated mathutils examples, switching the order of multiplication.
+ some small fixes in other docs.
A topic for later(soon?), I think we should name the modules according to the rest of Blender modules. So instead of:
Game Engine bge.logic Module
We would have it:
Game Logic (bge.logic)
...
... and I can't test rst in windows so for now let's pretend it builds. If someone can generate the docs and see how it goes please let me know.
(plus a small fix for bge.logic rst)