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authorNathan Letwory <nathan@letworyinteractive.com>2010-09-11 02:34:25 +0400
committerNathan Letwory <nathan@letworyinteractive.com>2010-09-11 02:34:25 +0400
commit99b820b75a0312102ccae285c1cd85fdaf8753e7 (patch)
tree0e7bc31a373b1cec034a8a5cd909217d6601926f
parent753d989cbce2d4fbbe4251eb4281328200796b31 (diff)
Port last-minute fixes from bf-extensions addons (r1010-1012) to this tag.
-rw-r--r--io_export_unreal_psk_psa.py15
-rw-r--r--object_cloud_gen.py4
-rw-r--r--object_fracture/fracture_ops.py14
3 files changed, 15 insertions, 18 deletions
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index 501912ad..46cb0ae5 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -1432,33 +1432,32 @@ exporttypedata.append(("0","PSK","Export PSK"))
exporttypedata.append(("1","PSA","Export PSA"))
exporttypedata.append(("2","ALL","Export ALL"))
-IntProperty= bpy.types.Scene.IntProperty
-
-IntProperty(attr="unrealfpsrate", name="fps rate",
+bpy.types.Scene.unrealfpsrate = IntProperty(
+ name="fps rate",
description="Set the frame per second (fps) for unreal.",
default=24,min=1,max=100)
-bpy.types.Scene.EnumProperty( attr="unrealexport_settings",
+bpy.types.Scene.unrealexport_settings = EnumProperty(
name="Export:",
description="Select a export settings (psk/psa/all)...",
items = exporttypedata, default = '0')
-bpy.types.Scene.BoolProperty( attr="unrealtriangulatebool",
+bpy.types.Scene.unrealtriangulatebool = BoolProperty(
name="Triangulate Mesh",
description="Convert Quad to Tri Mesh Boolean...",
default=False)
-bpy.types.Scene.BoolProperty( attr="unrealactionexportall",
+bpy.types.Scene.unrealactionexportall = BoolProperty(
name="All Actions",
description="This let you export all actions from current armature.[Not Build Yet]",
default=False)
-bpy.types.Scene.BoolProperty( attr="unrealexportpsk",
+bpy.types.Scene.unrealexportpsk = BoolProperty(
name="bool export psa",
description="bool for exporting this psk format",
default=False)
-bpy.types.Scene.BoolProperty( attr="unrealexportpsa",
+bpy.types.Scene.unrealexportpsa = BoolProperty(
name="bool export psa",
description="bool for exporting this psa format",
default=False)
diff --git a/object_cloud_gen.py b/object_cloud_gen.py
index 4ddc487f..9d9ee1e2 100644
--- a/object_cloud_gen.py
+++ b/object_cloud_gen.py
@@ -304,12 +304,12 @@ cloudTypes.append(("2","Cirrus","Generate Cirrus_wispy Cloud"))
#cloudTypes.append(("3","Nimbus","Generate Nimbus Cloud"))
-bpy.types.Scene.BoolProperty( attr="cloudparticles",
+bpy.types.Scene.cloudparticles = BoolProperty(
name="Particles",
description="Generate Cloud as Particle System",
default=False)
-bpy.types.Scene.EnumProperty( attr="cloud_type",
+bpy.types.Scene.cloud_type = EnumProperty(
name="Type",
description="Select the type of cloud to create with material settings",
items = cloudTypes, default = '0')
diff --git a/object_fracture/fracture_ops.py b/object_fracture/fracture_ops.py
index d4d8c461..19cd4bce 100644
--- a/object_fracture/fracture_ops.py
+++ b/object_fracture/fracture_ops.py
@@ -32,7 +32,7 @@ def create_cutter(context, crack_type, scale, roughness):
enter_editmode=False,
location=(0, 0, 0),
rotation=(0, 0, 0),
- layer=(True, False, False, False,
+ layers=(True, False, False, False,
False, False, False, False,
False, False, False, False,
False, False, False, False,
@@ -65,7 +65,7 @@ def create_cutter(context, crack_type, scale, roughness):
enter_editmode=False,
location=(0, 0, 0),
rotation=(0, 0, 0),
- layer=(True, False, False, False,
+ layers=(True, False, False, False,
False, False, False, False,
False, False, False, False,
False, False, False, False,
@@ -391,13 +391,11 @@ class FractureSimple(bpy.types.Operator):
def execute(self, context):
#getIslands(context.object)
- props = self.properties
-
- if props.exe:
+ if self.exe:
fracture_basic(context,
- props.nshards,
- props.crack_type,
- props.roughness)
+ self.nshards,
+ self.crack_type,
+ self.roughness)
return {'FINISHED'}