Re: [Bf-committers] Please turn off Auto Run Python Scripts by default

2013-06-07 Thread Domino Marama
On 06/07/2013 10:21 AM, Ton Roosendaal wrote:
 Hi Campbell,

 I don't know enough about Python internals, so I depend on someone to help 
 designing a sane way to handle security risks here. There must be ways we can 
 help users?

 Look for example at the standard UI scripts. Apart from 1 case, there's no 
 import os anywhere. Same goes for essential scripts riggers or animators 
 use.

 So, why not add a provision in Blender code to check on such cases. Just 
 don't allow import of any module = safe script? In all other cases: needs to 
 be explicitly permitted to run. 

 Something like this would make a trusted source option on file loading more 
 useful. Right now, unticking trusted source is almost equivalent to 
 disable useful features.


 oh = 'SOS HELP!'
 ohoh = __import__(oh[1:3].lower())
 ohoh
module 'os' from
'/home/domino/Applications/blender-2.67-linux-glibc211-x86_64/2.67/python/lib/python3.3/os.py'

On Linux distros where system Python is used, I doubt anything can be
done to prevent the import function from being used.

Load Blender with a console, check there's the startup message on it.
Then paste this into say the frame number field..

eval(__import__('os').system('clear'), {})

Now check console again.. Just checking scripts for imports isn't enough.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Python API breakage - squeaking wheels

2013-05-28 Thread Domino Marama
On 05/28/2013 11:26 AM, Campbell Barton wrote:
 I still am a bit concerned that we get many complaints but very little
 real evidence of the cause of addon breakage - just that it happens, I
 realize not every project is opensource but enough are that links to
 scripts that break would be very helpful for API devs. 

For my scripts the changes to UV handling caused the most problems..
Supporting multiple Blender versions from same script version results in
code like this:

u_points = []
v_points = []
mesh = obj.data

if svn = 44243:
for f in mesh.uv_textures[uv_name].data:
for u, v in f.uv:
u_points.append(u)
v_points.append(v)
else:
if svn  45996:
uv_loops = mesh.uv_layers[uv_name].data
else:
loopindex = mesh.uv_textures.keys().index(uv_name)
uv_loops = mesh.uv_layers[loopindex].data
u_points = [v.uv.x for v in uv_loops]
v_points = [v.uv.y for v in uv_loops]

And other changes mean I have to do this to get the svn version :)

try:
svn = bpy.app.build_revision.decode().split(':')[-1].rstrip('M')
except:
svn = bpy.app.build_revision.split(':')[-1].rstrip('M')
svn = int(svn)

I think the major problem is the changes such as these where the new way
replaces the old way. I test against SVN builds so usually catch changes
quickly and before my users do. But if I developed against release
versions, then a new RC is the first time I'd be aware of issues. If I
was on holiday, then it could even get to a release version and more
users hitting problems before I got chance to do anything. Without a
release or two with depreciated APIs it's something I need to constantly
watch out and allow time for.

Things have been better the past few versions though. I've not needed to
add any more svn checks since 2.65 - currently in this particular addon,
there's over 20 checks to adjust for API changes but it does work on
2.59 to 2.67. For each version from 2.59 to 2.65 there is at least one
check for the specific svn version to tweak things.

While the majority of the changes are due to API improvements, sometimes
they seem to be changes that maybe should have been reconsidered. One
bit of my code walks over the edges of faces, so the only change needed was:

if svn = 44243:
faces = mesh.faces
else:
faces = mesh.polygons

I am overdue for a code cleanup though. My official stance is that I
support 3 older versions of Blender, so the majority of the svn checks
are due for removal. For my first example, that results in the much nicer:

mesh = obj.data
uv_loops = mesh.uv_layers[uv_name].data
u_points = [v.uv.x for v in uv_loops]
v_points = [v.uv.y for v in uv_loops]

So although the API breakage is a hassle, I do see the long term benefit
to the changes.

It's my choice to support multiple Blender versions rather than
constantly recommending Blender updates as I get fewer requests for
support that way :)

Hope that helps clarify the issues API changes create and how I manage them.

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Python API breakage - squeaking wheels

2013-05-28 Thread Domino Marama
On 05/28/2013 02:31 PM, Campbell Barton wrote:
 From your mail it looks like all changes you note were from bmesh
 upgrade (except build_revision)

 On Tue, May 28, 2013 at 9:36 PM, Domino Marama
 dom...@dominodesigns.info wrote:
 For my scripts the changes to UV handling caused the most problems..
 Supporting multiple Blender versions from same script version results in
 code like this:

 u_points = []
 v_points = []
 mesh = obj.data

 if svn = 44243:
 for f in mesh.uv_textures[uv_name].data:
 for u, v in f.uv:
 u_points.append(u)
 v_points.append(v)
 else:
 if svn  45996:
 uv_loops = mesh.uv_layers[uv_name].data
 else:
 loopindex = mesh.uv_textures.keys().index(uv_name)
 uv_loops = mesh.uv_layers[loopindex].data
 u_points = [v.uv.x for v in uv_loops]
 v_points = [v.uv.y for v in uv_loops]

 And other changes mean I have to do this to get the svn version :)

 try:
 svn = bpy.app.build_revision.decode().split(':')[-1].rstrip('M')
 except:
 svn = bpy.app.build_revision.split(':')[-1].rstrip('M')
 svn = int(svn)
 This isn't totally reliable, some builds dont include buildinfo, Id
 suggest using blender version rather then checking revisions.
 Also moving to git - revisions will work differently too.
Yeah I just posted that because of the irony in my routine for handling
API changes being affected by them. I'm sure you see the additional
irony in pointing out that it is going to break again in the future :)

In the full code the svn = int(svn) line is in a try: except with a
fallback of estimating a svn number from the Blender version. I had to
do it this way as the Blender version isn't updated until release so
when API breakages occur I need to be able to target specific commits to
test against current builds
 It does but also confirms that BMesh was main offender (not sure you
 were aware of this regarding UVs?).

Yeah the majority of the the current switches in my code are bmesh
related. I couldn't do a full switch to bmesh without losing backward
compatibility, so it's mostly old API with just the UV handling from
bmesh on newer versions. Now there's enough old versions with bmesh I
can plan the full migration of the code to the new APIs.

Prior to that the last big script shakeup was the switch to python3.

I really posted as an example of a different way that script authors may
be working. Assuming a new Blender release with API changes means that
script authors will do new versions of their scripts makes work for
people who may not have scheduled for it. Having a few releases where
depreciated functions give warnings lets people schedule these things in
rather than having to make it their main priority. For those of us who
support older versions on same scripts, it also makes life a little
easier as we could fall into synch with the depreciation cycle rather
than having to work around things to keep compatibility.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [53930] trunk/blender: Python i18n API.

2013-01-20 Thread Domino Marama
On 01/20/2013 05:29 PM, Bastien Montagne wrote:
 Revision: 53930
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=53930
 Author:   mont29
 Date: 2013-01-20 17:29:07 + (Sun, 20 Jan 2013)
 Log Message:
 ---
 Python i18n API. Many thanks to Campbell and Brecht for the reviews and 
 suggestions!

 This commit adds:
 * A new bpy.app.translations module giving some info about 
 locales/translation stuff (current active locale, all locales currently known 
 by blender, all translation contexts currently defined, etc.).


Is there any reason this was added rather than just using pythons i18n
stuff?

I add translation to my (multiple python file) scripts in my primstar
addon with:

__init__.py

import os
import gettext
LOCALE_DIR = os.path.join(os.path.dirname(__file__), 'locale')
translator = gettext.translation('primstar', LOCALE_DIR, fallback=True)
_ = translator.gettext

8--

a_script.py

import bpy
from . import _

class ObjectBakeSculpt(bpy.types.Operator):
bl_idname = object.sculpty_bake
bl_label = _(Bake Sculpt Maps...)

8-- So here the idname is fixed string, label is translatable.

It's then normal po mo stuff for each supported language..

#! /bin/bash

xgettext -LPython -oaddons/primstar/locale/primstar.pot
--from-code=UTF-8 --copyright-holder='Domino Marama'
--package-name=Primstar --package-version=2 addons/primstar/*.py

msginit --no-translator -o po/en_GB.po -i
addons/primstar/locale/primstar.pot

msgfmt -o addons/primstar/locale/en/LC_MESSAGES/primstar.mo po/en_GB.po

So my translators can use all their usual tools for editing the po files..

Just wondering why this commit was added to do something that's already
possible...

Cheers,
Domino
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Collada-patch for testing

2012-02-01 Thread Domino Marama
On 02/01/2012 09:05 AM, Gaia Clary wrote:
 Hi.
 Should we fully switch discussion to the Wiki page ?
 I answer here and add a comment to the Wiki as well.

 http://wiki.blender.org/index.php/Dev_talk:2.5/Source/Development/Todo/Import_Export

 More see below...

I'd prefer a collada specific mailing list to be setup rather than using
wiki for discussion. That and irc would allow more efficient
collaboration among the new Collada team and any interested users. I
don't want to have to check a wiki page frequently to stay on top of
things, either I want realtime discussion (irc) or I want new
information to come to me (mailing list) - having to go somewhere and
check whether there's new info or not isn't a good use of my time. Wiki
and bug tracker are good for somewhere to go just when I need to know
what to look at next, but not as a daily chore.

Best Wishes,
Domino
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Collada-patch for testing

2012-02-01 Thread Domino Marama
On 02/01/2012 10:33 AM, Ton Roosendaal wrote:
 Hi,

 Let's wait a bit with a new list; we can do that when this project is really 
 being tackled actively and everyone here's getting bored of collada 
 discussions :)
Fair enough. There's the opencollada implementation and at least 3
partial python based exporters - I just thought that discussion of the
relative pros and cons of those may result in fairly heavy traffic for
awhile. It's the outcome of those discussions that I'd expect to form
into a plan that would go onto the wiki.
 You're for sure very welcome to join irc.freenode.net #blendercoders. There's 
 always 100-150 people hanging out. I'd love to figure out what you can do 
 precisely, or where your interest is mostly.
I've arranged to set aside part of the income from sales of our Second
Life addon scripts (Avastar and Primstar) to fund my work on Collada.
Collada is an essential feature for Second Life both for Blender users
and for users of other applications such as Maya and ZBrush who use
Blender to convert their content to Second Life via our scripts. We've
also users who model in Blender, and take content out to ZBrush for
detailing. so a solid Collada implementation for both import and export
is a priority for us.

The funding I have will cover at least four hours a week spent on
Collada issues, so my medium term goal would be to become the maintainer
for the Collada features in Blender. Short term goal is to get up to
speed with the code base by fixing a few bugs..

Best Wishes,
Domino
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Collada importer/exporter kickout

2012-01-09 Thread Domino Marama
On Mon, 2012-01-09 at 11:43 +0100, Ton Roosendaal wrote about Juan's
script:
 So; Collada users here, please check it the code and report back?

As it is at the moment, I found it too buggy to use. It doesn't handle
parented objects well at all. My most basic test is a chain of 3
empties, translated and rotated. All 3 imported back at 0,0,0 and the
child ones have the wrong rotations.

I had a quick look at the code, and decided it was overly simplistic and
wouldn't handle a lot of valid cases correctly. A mesh shared between
two objects for example, I think would end up stored as two meshes
rather than one with multiple links to it.

Given how spectacularly it failed on the tests I threw at it, I went
back to coding on my own exporter which I started when you announced
your preference for dropping Collada. It only does cameras and empties
so far though, so it's not a viable alternative yet either :)


___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Collada importer/exporter kickout

2012-01-09 Thread Domino Marama
On Mon, 2012-01-09 at 14:30 +0100, François T. wrote:
 I had a quick look at the code, and decided it was overly
 simplistic and
 wouldn't handle a lot of valid cases correctly. A mesh shared
 between
 two objects for example, I think would end up stored as two
 meshes
 rather than one with multiple links to it.
 
 
 this is too bad because AFAIK collada is well designed to support
 instances. Actually the entire design of it is based on that (or did
 collada structure change so much since I looked into it a few years
 back. 

I double checked and it does do shared meshes.. So either I'm
misremembering the problem, or was just mistaken.. I've 4 different
Collada exporters installed for testing so I might be getting their
various issues mixed up.

Sorry for any confusion..



___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Collada importer/exporter kickout

2012-01-09 Thread Domino Marama
On Mon, 2012-01-09 at 11:07 -0300, Juan Linietsky wrote:
 
 The exporter i submitted handles both parented objects and shared
 meshes between instances.
 If you have testcases where this doesn't work, send them over and i'll
 see what is wrong.

I've had a look at the code, and it's a simple fix.. The matrix should
come before the node..

*** export_dae_orig.py  2011-10-12 08:33:39.0 +0100
--- export_dae.py   2012-01-09 15:23:21.639603139 +
*** class DaeExporter:
*** 755 
--- 756 
+ self.writel(S_NODES,il,'matrix
sid=transform'+strmtx(node.matrix_local)+'/matrix')
*** class DaeExporter:
*** 759 
- self.writel(S_NODES,il,'matrix
sid=transform'+strmtx(node.matrix_local)+'/matrix')
--- 759 

Best Wishes,
Domino



___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Domino Marama
On Sat, 2012-01-07 at 12:06 -0300, Juan Linietsky wrote:
 Feel free to do anything with it or integrate it into Blender, just credit
 me on the file. I would love to work more on it, or even make a proper
 importer since I have a high level of expertise in Collada, but I have very
 little time and must work to earn my meals.

One thing that would need changing is the handling of libraries. Empty
ones should not be included in the .dae - having them there causes
compliance errors.

Schema validation error: Error: ERROR_VALIDATION_MIN_OCCURS_UNMATCHED
Element: library_images, Line: 14, Additional: child: image

Best Wishes,
Domino

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Collada importer/exporter kickout

2012-01-05 Thread Domino Marama
On Thu, 2012-01-05 at 13:59 +0600, Sergey Sharybin wrote:
 I'm not so familiar with this format and not so fan of digging into it deep
 enough (wanted to concentrate on other things needed for mango and so). But
 if it's just guiding through blender architecture or communicating people
 together i can do that.

You can count me in on the people to guide. Collada is a key feature for
people who use Blender for creating Second Life content. We've just
released a commercial script for that which relies on Collada, so I've
assigned a portion of the income from the script to fund my time fixing
Collada bugs.

I'm not yet skilled enough to volunteer as maintainer, but I can
volunteer for bug fixing with a long term view to becoming maintainer.
So Sergey, if you are happy to act as advisor and code checker for my
patches, hopefully we can get the bug count down.

I've made a small test file for exporting a rigged mesh that shows 5
seperate bugs in round tripping a Collada export and I'm currently
working on fixing these - the first patch from this process is here:

http://projects.blender.org/tracker/index.php?func=detailaid=29705group_id=9atid=127

Once these are fixed, I was going to see if the changes fixed any
current bugs (I suspect the armature strangeness ones could be affected)
and move on from there.

The bugs my test file identified were issues with naming of armature and
skeleton, armature being exported with a new empty as a root object,
armature exported with world based matrix, all local transforms are
applied.. The mesh naming problem the patch is for.. Oh and the
last bone in a chain also has odd rotation issues..

So I'm currently working on getting up to speed with the codebase with
those issues in mind.

Best Wishes,
Domino



___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Collada importer/exporter kickout

2012-01-05 Thread Domino Marama
On Thu, 2012-01-05 at 23:28 +0100, Brecht Van Lommel wrote:
 From the point of view of attracting more developers, a python
 importer seems the best solution, also since there's good python
 utility code already there from other IO addons. However from what I
 can see the bpycollada importer is still at prototype level.

One concern I have with the bpycollada importer is the use of numpy and
datetime modules by pycollada which it's based on. Particularly numpy as
it's use seems to be for things like matrix transforms and things that
are already possible with bpy. Having an extra dependancy to duplicate
features just seems wrong to me.. But the alternative is forking
pycollada and rewriting a large chunk to use blender specific features.

pycollada also uses pil for some features and that's not available for
python 3.. I've not looked closely at how much of a problem that would
cause though.


___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Change Representation and Initialisation of Matrices to Conform with Standard Notation

2011-12-09 Thread Domino Marama
On Fri, 2011-12-09 at 23:57 +1100, Andrew Hale wrote:
 Also, note that MatLab stores arrays in column major format but still uses
 matrix[row, column] for indexing entries.

numpy also uses row, column indexing

http://docs.scipy.org/doc/numpy/reference/generated/numpy.matrix.html

 import numpy
 m = numpy.matrix(1 2; 3 4; 5 6)
 m
matrix([[1, 2],
[3, 4],
[5, 6]])
 m[0]
matrix([[1, 2]])
 m[0,1]
2

This is the order I'd expect for any matrix implementation without
reading any docs too..


___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] redo operator with last used settings (patch)

2011-10-16 Thread Domino Marama
Reply to Douglas E Knapp's comment:

  Problem is that if you press num 7 top view and add a grid you can't
  see what is there until you go into edit mode and at that point you
  can't change it. I know that in a perfect calculated world you would
  just figure out what you need beforehand but it often does not work
  out that way. After all we are artists and not math students. :-) You
  get that same problem with a smooth sphere sometimes to, I want to SEE
  the verts and lines as I adjust it.

Tick this box :)

File - User Preferences - Editing - New Objects - Enter Edit Mode

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] sphinx compiling err, anytips

2011-04-07 Thread Domino Marama
On Thu, 2011-04-07 at 03:21 +, Yousef Hurfoush wrote:
 i tried to compile api docs using sphinx and i get this error:
 
 
 C:\BlenderSVN\blender\Relblender --background --python 
 ..\doc/python_api/sphinx
 _doc_gen.py
 found bundled python: C:\BLENDE~1\blender\Rel\2.56\python
 Traceback (most recent call last):
   File string, line 1, in module
   File string, line 1183, in module
   File string, line 1141, in main
   File string, line 1040, in rna2sphinx
   File string, line 505, in pycontext2sphinx
   File C:\BLENDE~1\blender\Rel\2.56\python\lib\ctypes\__init__.py, line 
 340, i
 n __init__
 self._handle = _dlopen(self._name, mode)
 WindowsError: [Error 126] The specified module could not be found
 
 Blender quit
 
 C:\BlenderSVN\blender\Rel
 
 
 i have sphinx installed 1.07 and python 2.6 on windows 7 x64 and i have 
 compiled blender successfully.
 
 any tips will be welcome :)

This looks like the same error that sparked the experimental pydna
discussion. If so there's an unofficial hack
http://www.pasteall.org/20504 to get it working. I'm not on Windows, so
I can't confirm that it's the same, but the error reported by my script
users was identical.

   File C:\BlenderSVN\primstar\image_buffer_raw_access.py, line 75,  
in _api blend_cdll = ctypes.CDLL()
   File 
C:\BLENDE~1\install\win32-vc\2.56\python\lib\ctypes\__init__.py, line 
340,  in __init__ self._handle = _dlopen(self._name, mode)
WindowsError: [Error 126] module not found

I guess the real reason for the hack was lost by associating it with
pydna, I think it's really to get ctypes working on Windows.

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36006] trunk/blender/source/blender/ makesrna/intern/rna_image.c: Fix for slow Image.pixels, make it a flat instead of multidimen

2011-04-05 Thread Domino Marama
On Mon, 2011-04-04 at 17:10 +, Brecht Van Lommel wrote:
 Revision: 36006
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36006
 Author:   blendix
 Date: 2011-04-04 17:10:48 + (Mon, 04 Apr 2011)
 Log Message:
 ---
 Fix for slow Image.pixels, make it a flat instead of multidimensional array.

That working great now thanks, just one more small patch needed though..
It's just to mark the image as dirty when image.pixels is set :)

=== modified file 'source/blender/makesrna/intern/rna_image.c'
--- source/blender/makesrna/intern/rna_image.c  2011-04-04 17:10:48 +
+++ source/blender/makesrna/intern/rna_image.c  2011-04-05 08:29:44 +
@@ -304,6 +304,7 @@
for(i = 0; i  size; i++)
((unsigned char*)ibuf-rect)[i] = 
FTOCHAR(values[i]);
}
+   ibuf-userflags |= IB_BITMAPDIRTY;
}
 
BKE_image_release_ibuf(ima, lock);


___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35976] trunk/blender/source/blender/ makesrna/intern/rna_image.c: Image pixel acces, through Image. pixels as floating point valu

2011-04-04 Thread Domino Marama
On Sun, 2011-04-03 at 16:17 +, Brecht Van Lommel wrote:
 Revision: 35976
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35976
 Author:   blendix
 Date: 2011-04-03 16:17:39 + (Sun, 03 Apr 2011)
 Log Message:
 ---
 Image pixel acces, through Image.pixels as floating point values.
 
 It's not the most efficient solution, but this can be optimized later. It's
 best to copy out all the pixels at once into a list, rather than accessing
 them one by one.

Thanks for that. It is considerably slower than using pydna, but at
least everyone can use it easily :)

I've posted a simple ImageBuffer class here
http://blenderartists.org/forum/showthread.php?213940-Image-Buffer-Pixel-level-access-to-images

Cheers,
Domino

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Moving to Python 3.2.x

2011-03-07 Thread Domino Marama
On Mon, 2011-03-07 at 14:43 +0100, Tobias Oelgarte wrote:
 That may work for Fedora. But i could not find any packages for Ubuntu 
 10.10 so far. So i will need to compile python on my own and make a mess 
 out of my system again...

I've updated the documentation on how I build Blender with Collada on
Ubuntu 10.10

http://wiki.machinimatrix.org/index.php/Development/Building-Blender

the trick with python is to use sudo make altinstall so it goes
in /usr/local and doesn't overwrite the standard python.

just add

BF_PYTHON = '/usr/local'
BF_PYTHON_VERSION = '3.2m'

to your user_config.py and do

ln
-s /usr/local/lib/python3.2 ../install/linux2/2.56/python/lib/python3.2

after building blender.

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] presets.py as_filename bug?

2010-04-14 Thread Domino Marama
Just spotted this browsing the .py files..

In ./release/scripts/op/presets.py starting at line 35

def _as_filename(self, name): # could reuse for other presets
for char in  !...@#$%^*(){}:\;'[],./?:
name = name.replace('.', '_')
return name.lower()

shouldn't it be

def _as_filename(self, name): # could reuse for other presets
for char in  !...@#$%^*(){}:\;'[],./?:
name = name.replace(char, '_')
return name.lower()

so all the funky characters are replaced and not just '.'?

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] GSoC intentions: non-traditional devices

2010-04-01 Thread Domino Marama
On Wed, 2010-03-31 at 14:34 -0500, Mike Erwin wrote:

 I'd like to focus on the Intuos4 and SpaceNavigator

I like the Second Life approach to handling the SpaceNavigator on Linux
which bypasses the 3DConnexions driver completely.

http://wiki.secondlife.com/wiki/SpaceNavigator#Linux

Life's so much simpler without drivers ;)

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers