Scripts:
- Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part).
- Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course.
- New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves.
- Added new menu: System, available in the Scripts win.
- Updated sys_info.py, help_browse.py and the AC3D importer and exporter.
- Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly.
- Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir.
- Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/)
- Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr):
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9
BPython:
- Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths.
- Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts.
- Improved function Blender.Run() to also work with gui and file select scripts.
- Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace)
- doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea).
- Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
-- adding help_browser.py to show help for installed scripts;
-- updated scripts to include basic doc info to be shown with above script:
script authors can / will / should update with more info, of course;
-- updated some scripts to newer versions: disp_paint, fixfromarmature, hotkeys, etc.
- Ben Omari sent an update version of his DirectX8.py, Jean-Michel Soler updated his disp_paint.py and Campbell Barton contributed a new one: sel_same.py (for now it's in the UV menu). Thanks all, great scripts;
- small updates in some other scripts.
BPython:
- Finished wrapping radiosity functions for the Radio submodule;
- doc 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.
* 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.
- 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.
- 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.