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authorPablo Vazquez <pablo@blender.org>2022-09-20 00:44:54 +0300
committerPablo Vazquez <pablo@blender.org>2022-09-20 00:44:54 +0300
commit31656101c5f41b041bf6561d6f733722f49c6524 (patch)
tree1ca8d66d6f741fa8537a8090a33ba1dac4f335f3
parent6b9007c0247d4c9b74d641519d67d5b7fa42ff8d (diff)
Amaranth: Remove "Switch Material" feature
Since 2.8 the Shader Editor has a popover with a UIList of all materials, much more complete than the dropdown implementation in Amaranth. Good to see Amaranth features being replaced by built-in ones in Blender :D
-rw-r--r--amaranth/__init__.py1
-rw-r--r--amaranth/node_editor/switch_material.py56
2 files changed, 0 insertions, 57 deletions
diff --git a/amaranth/__init__.py b/amaranth/__init__.py
index 4cefaf0f..0bdbdb8c 100644
--- a/amaranth/__init__.py
+++ b/amaranth/__init__.py
@@ -41,7 +41,6 @@ from amaranth.node_editor import (
simplify_nodes,
node_stats,
normal_node,
- switch_material,
node_shader_extra,
)
diff --git a/amaranth/node_editor/switch_material.py b/amaranth/node_editor/switch_material.py
deleted file mode 100644
index 68e1be9b..00000000
--- a/amaranth/node_editor/switch_material.py
+++ /dev/null
@@ -1,56 +0,0 @@
-# SPDX-License-Identifier: GPL-2.0-or-later
-"""
-Material Selector
-
-Quickly switch materials in the active mesh without going to the Properties editor
-
-Based on 'Afeitadora's work on Elysiun
-http://www.elysiun.com/forum/showthread.php?290097-Dynamic-Object-Dropdown-List&p=2361851#post2361851
-
-"""
-
-import bpy
-
-def ui_node_editor_material_select(self, context):
-
- act_ob = context.active_object
-
- if act_ob and context.active_object.type in {'MESH', 'CURVE', 'SURFACE', 'META'} and \
- context.space_data.tree_type == 'ShaderNodeTree' and \
- context.space_data.shader_type == 'OBJECT':
-
- if act_ob.active_material:
- mat_name = act_ob.active_material.name
- else:
- mat_name = "No Material"
-
- self.layout.operator_menu_enum("material.menu_select",
- "material_select",
- text=mat_name,
- icon="MATERIAL")
-
-class AMNodeEditorMaterialSelect(bpy.types.Operator):
- bl_idname = "material.menu_select"
- bl_label = "Select Material"
- bl_description = "Switch to another material in this mesh"
-
- def avail_materials(self,context):
- items = [(str(i),x.name,x.name, "MATERIAL", i) for i,x in enumerate(bpy.context.active_object.material_slots)]
- return items
- material_select: bpy.props.EnumProperty(items = avail_materials, name = "Available Materials")
-
- @classmethod
- def poll(cls, context):
- return context.active_object
-
- def execute(self,context):
- bpy.context.active_object.active_material_index = int(self.material_select)
- return {'FINISHED'}
-
-def register():
- bpy.utils.register_class(AMNodeEditorMaterialSelect)
- bpy.types.NODE_HT_header.append(ui_node_editor_material_select)
-
-def unregister():
- bpy.utils.unregister_class(AMNodeEditorMaterialSelect)
- bpy.types.NODE_HT_header.remove(ui_node_editor_material_select)