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authorNBurn <7nburn@gmail.com>2019-01-25 06:59:16 +0300
committerNBurn <7nburn@gmail.com>2019-01-25 06:59:16 +0300
commitc686df25d98bc6a08ad02b9f4f9cff6b4aee4805 (patch)
tree2ddb8dd6ee0fc2bd546bb95691c07b906aeab1cf /io_export_unreal_psk_psa.py
parenta6189ebcbe0fcee59f72147fcc160f7b47234354 (diff)
addons: object select_set syntax update
Diffstat (limited to 'io_export_unreal_psk_psa.py')
-rw-r--r--io_export_unreal_psk_psa.py28
1 files changed, 14 insertions, 14 deletions
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index 8428ea87..b499aa30 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -986,9 +986,9 @@ def triangulate_mesh(object):
bpy.ops.object.mode_set(mode='OBJECT')
for i in scene.objects:
- i.select = False # deselect all objects
+ i.select_set(False) # deselect all objects
- me_ob.select = True
+ me_ob.select_set(True)
scene.objects.active = me_ob
print("Copy and Convert mesh just incase any way...")
@@ -1031,14 +1031,14 @@ def meshmerge(selectedobjects):
cloneobjects.append(me_ob) # add object to the array
for i in bpy.data.objects:
- i.select = False # deselect all objects
+ i.select_set(False) # deselect all objects
count = 0 # reset count
# begin merging the mesh together as one
for count in range(len(cloneobjects)):
if count == 0:
bpy.context.scene.objects.active = cloneobjects[count]
print("Set Active Object:", cloneobjects[count].name)
- cloneobjects[count].select = True
+ cloneobjects[count].select_set(True)
bpy.ops.object.join() # join object together
if len(cloneobjects) > 1:
bpy.types.Scene.udk_copy_merge = True
@@ -1085,7 +1085,7 @@ def parse_mesh(mesh, psk):
scene = bpy.context.scene
for i in scene.objects:
- i.select = False # deselect all objects
+ i.select_set(False) # deselect all objects
scene.objects.active = mesh
setmesh = mesh
@@ -2027,9 +2027,9 @@ class OBJECT_OT_UTSelectedFaceSmooth(Operator):
bpy.ops.object.mode_set(mode='OBJECT') # it need to go into object mode to able to select the faces
for i in bpy.context.scene.objects:
- i.select = False # deselect all objects
+ i.select_set(False) # deselect all objects
- obj.select = True # set current object select
+ obj.select_set(True) # set current object select
bpy.context.scene.objects.active = obj # set active object
mesh = bmesh.new()
mesh.from_mesh(obj.data)
@@ -2087,8 +2087,8 @@ def rebuildmesh(obj):
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects:
- i.select = False # deselect all objects
- obj.select = True
+ i.select_set(False) # deselect all objects
+ obj.select_set(True)
bpy.context.scene.objects.active = obj
me_ob = bpy.data.meshes.new(("Re_" + obj.name))
@@ -2220,9 +2220,9 @@ def rebuildarmature(obj):
# bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects:
- i.select = False # deselect all objects
+ i.select_set(False) # deselect all objects
- ob_new.select = True
+ ob_new.select_set(True)
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
@@ -2234,7 +2234,7 @@ def rebuildarmature(obj):
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects:
- i.select = False # deselect all objects
+ i.select_set(False) # deselect all objects
bpy.context.scene.objects.active = ob_new
bpy.ops.object.mode_set(mode='EDIT')
@@ -2564,9 +2564,9 @@ def udkcheckmeshline():
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects:
- i.select = False # deselect all objects
+ i.select_set(False) # deselect all objects
- objmesh.select = True
+ objmesh.select_set(True)
bpy.context.scene.objects.active = objmesh # set active mesh
wedges = ObjMap()
points = ObjMap()