tl;dr:
-
I would like to add alternate language syntax highlighting to Blender
(Lua for myself & GLSL for other Blender users at this time). My
examination of the code indicates no RNA extras are needed and minimal
code change, but if I make a patch to allow it - will it be accepted by
I use GameKit and this feature would be very useful. It would also be
nice to add HLSL and Cg highlighting in addition to Lua and GLSL. Some
people are using blender2ogre plugin with GameKit and therefore use the
Blender text editor to write Ogre materials which might include both
HLSL and GLSL
FYI: I wrote a plug-in now that lets you edit Blender text files using
External Text Editor. So if your external text editor has highlighting
for files it should deal with this issue.
The plugin has been tested internally (under Windows) and I believe it
should be one of the solutions to this is
@Campbell
I'm actually trying to sell the plugin. If I sell enough copies I would be more
than happy to re-license it under GPL.
Not saying what "enough copies" is at this time, I just released the plug-in
today.
For info about this plug-in:
http://www.sinsoft.com/2011/08/edit-blender-text-fil
On Jul 26, 2011, at 9:48 PM, Benjamin Tolputt wrote:
> tl;dr:
> -
> I would like to add alternate language syntax highlighting to Blender
> (Lua for myself & GLSL for other Blender users at this time). My
> examination of the code indicates no RNA extras are needed and minimal
> code
On 27/07/2011 1:07 PM, Kent Mein wrote:
> It sounds like a good reason to me for it to be included. Assuming it
> doesn't create any conflicts, I don't see any reason why this wouldn't
> be something to include, unless it has some external library
> requirements that makes blender more complicated
On Wed, Jul 27, 2011 at 2:49 PM, Sinan Hassani wrote:
> I use GameKit and this feature would be very useful. It would also be
> nice to add HLSL and Cg highlighting in addition to Lua and GLSL. Some
> people are using blender2ogre plugin with GameKit and therefore use the
> Blender text editor to
On 27/07/2011 2:52 PM, Matt Ebb wrote:
> On Wed, Jul 27, 2011 at 2:49 PM, Sinan Hassani wrote:
>> I use GameKit and this feature would be very useful. It would also be
>> nice to add HLSL and Cg highlighting in addition to Lua and GLSL. Some
>> people are using blender2ogre plugin with GameKit and
Hi,
I'll agree that at least it should be patch which would allow to easily
define new highlighting schemes. There are several ways how this could
be done. Easiest way is defining set of keywrds. That's like current
highlighting works.
But supporting new languages not only relates on syntax hi
There's no reason to keep the keywords list as a Python var. Who needs
constant access to it? It can be converted to a native C
vector/array/whatever immediately. Any highlighting extension that isn't
scriptable isn't worth doing IMO.
On 27/07/2011 9:25, Benjamin Tolputt wrote:
> I'm pretty sur
I have been using Notepad++ a lot in my previous company, and we were using
LUA with custom function, and it was really easy to add as well. Our program
at compile time was generating the needed XML, and put it in the notepad++
folder. It was very handy indeed.
I think notepad++ is based on scintil
hum I guess that's what meant Sergey with Scintilla :p my bad !!!
2011/7/27 François T.
> I have been using Notepad++ a lot in my previous company, and we were using
> LUA with custom function, and it was really easy to add as well. Our program
> at compile time was generating the needed XML,
+1 for using an existing text engine - at least seriously
investigating the possibility before extending blenders,
notepad++, geany, scite, eric, code::blocks all use scintilla.
Lots more I never used on their site:
http://www.scintilla.org/ScintillaRelated.html
Since they have win/gtk/qt/fox work
> Datum: Wed, 27 Jul 2011 18:25:23 +1000
> Von: Benjamin Tolputt
> An: bf-blender developers
> CC: Matt Ebb
> Betreff: Re: [Bf-committers] Syntax Highlighting & Alternate Languages
> I'm pretty sure that putting the parsing code into the Python layer
> would slo
Hi,
I am fond of XEmacs and use it as scripting tool, highlighting etc..
THEN in a text part of Blender I open that to be build or changed file such
that the correct link is set.
If I now change the file in XEmacs (or what ever you use, I suppose) and
save it, it is seen by the text in Blender
and
yes, would be good to have auto-reload though.
this is good when you someone else or another program is changing the file,
so you can be aware you are not in sync anymore with what is on the
harddrive. But for people writing script like you, the option of auto-reload
can be nice I guess
F.
2011/
On 27/07/2011 10:50 PM, Campbell Barton wrote:
> +1 for using an existing text engine - at least seriously
> investigating the possibility before extending blenders,
I'll be flat out honest with you, I can easily do what is needed to
simply extend Blender's current highlighting. I do not have the
I wonder if there would be a way to open this up to python scripting, that
way addons could be created for syntax highlighting in any language the user
would want.
Since at this time Gamekit has not yet been added to Blender, I don't see
any point in including Lua highlighting. However if you wan
Never mind, I just read the other thread, which has already been discussing
this...
On Thu, Jul 28, 2011 at 10:08 AM, Jonathan Smith wrote:
> I wonder if there would be a way to open this up to python scripting, that
> way addons could be created for syntax highlighting in any language the user
Hi SInan, could you give a link to the post?
We could have this builtin to blender since we have an to edit
external images and it seems useful.
On Tue, Aug 2, 2011 at 6:03 AM, Sinan Hassani wrote:
> FYI: I wrote a plug-in now that lets you edit Blender text files using
> External Text Editor. So
Out of curiosity, Is it legal to sell a python add-on to Blender, since it
links to the blender python api?
I remember a discussion about it but can't remember what the outcome was.
Maybe Someone else can enlighten me. I personally have no problem with it,
but I just wanted to check.
Jonathan
On
from what I recall ...
>Out of curiosity, Is it legal to sell a python add-on to Blender,
> since it links to the blender python api?
If it's only a python add-on (which I believe it's) then it's legal.
If it involves changes in the Blender code it's legal BUT you need to share
the changes made in
That seems to make more sense. Thanks for clarifying that.
Cheers,
Jonathan
On Wed, Aug 3, 2011 at 5:40 AM, Dalai Felinto wrote:
> from what I recall ...
>
> >Out of curiosity, Is it legal to sell a python add-on to Blender,
> > since it links to the blender python api?
> If it's only a python
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