Just pass a custom width (integer) when calling invoke_props_dialog(operator, width=300) or invoke_popup(operator, width=300). The height is determined dynamically by the size of elements placed onto the props_dialog and there is no option to set it. From the docs:
operator (Operator) – Operator to call
width (int in [0, inf], (optional)) – ...
In Animation nodes + Extra nodes (AN+EN) - as the name says - there are additional nodes in there. Basically, the AN+EN is AN-fork, and it has extra nodes as well as extended version of some nodes e.g., Simulation Nodes, Falloff Tracer, Particles Output, Modified Vector Noise node, Texture Input, etc. Many of the extra/extended nodes have been merged in AN e....
Create four objects. Enter the names of the objects at each end, A and D. Type B and C in the middle. Then spread the distance on the y-axis.
#Compare y-axis distances
dif = bpy.data.objects["A"].location.y - bpy.data.objects["D"].location.y
#There are four objects, so do 4-1.
chunkglobal = dif / (4-1)
chunky = 0
It's hardcoded in user prefs UI.
Agree it is a wasted line of space and have also looked into removing it.
Unfortunately the label is hardcoded in the user preferences space UI and used in the USERPREF_PT_addons panel which displays the addons in the user preferences.
Snippet from scripts/startup/bl_ui/space_userprefs.py
# Show addon user preferences
You do have bad geometry. To find and fix it it, I did the following in edit mode:
Go to face select mode and select most of the faces.
Then type h to hide those faces
This isn't strictly necessary but it makes it easier to follow the next bit.
Next I went into vertex select mode, and selected every vertex
and I typed m to bring up the merge menu
and I ...
As ZargulTheWizard mentioned, the only way to receive the body text/values at run-time is with Python API. However, you could use a different setup, that being to send a simple "buy.100" message as you showed above, than, on the object(s) that are meant to be receiving the messages vie message sensors, have them use a property actuator with type &...
You don't need an addon for renaming objects. You can now use Blender's built in renaming tool by pressing F2 on the selected object. You can also push ⎈ CtrlF2 to bring up the batch rename which could be very handy.