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-rw-r--r--add_advanced_objects_menu/make_struts.py2
-rw-r--r--add_mesh_extra_objects/add_mesh_beam_builder.py2
-rw-r--r--add_mesh_extra_objects/add_mesh_triangles.py2
-rw-r--r--btrace/bTrace.py2
-rw-r--r--io_export_unreal_psk_psa.py16
-rw-r--r--measureit/measureit_geometry.py2
-rw-r--r--object_fracture/fracture_ops.py2
-rw-r--r--object_fracture/fracture_setup.py2
-rw-r--r--space_view3d_display_tools/select_tools.py4
-rw-r--r--ui_layer_manager.py4
10 files changed, 19 insertions, 19 deletions
diff --git a/add_advanced_objects_menu/make_struts.py b/add_advanced_objects_menu/make_struts.py
index 87aee753..b88c478d 100644
--- a/add_advanced_objects_menu/make_struts.py
+++ b/add_advanced_objects_menu/make_struts.py
@@ -477,7 +477,7 @@ def create_struts(self, context, ind, od, segments, solid, loops, manifold):
build_cossin(segments)
for truss_obj in bpy.context.scene.objects:
- if not truss_obj.select:
+ if not truss_obj.select_get():
continue
truss_obj.select_set(False)
truss_mesh = truss_obj.to_mesh(context.scene, True, 'PREVIEW')
diff --git a/add_mesh_extra_objects/add_mesh_beam_builder.py b/add_mesh_extra_objects/add_mesh_beam_builder.py
index 70324052..c77842a6 100644
--- a/add_mesh_extra_objects/add_mesh_beam_builder.py
+++ b/add_mesh_extra_objects/add_mesh_beam_builder.py
@@ -675,7 +675,7 @@ def addBeamObj(sRef, context):
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
if sRef.Cursor:
- if beamObj.select is True:
+ if beamObj.select_get() is True:
# we also have to check if we're considered to be in 3D View (view3d)
if bpy.ops.view3d.snap_selected_to_cursor.poll():
bpy.ops.view3d.snap_selected_to_cursor()
diff --git a/add_mesh_extra_objects/add_mesh_triangles.py b/add_mesh_extra_objects/add_mesh_triangles.py
index de577f9d..17f11e9c 100644
--- a/add_mesh_extra_objects/add_mesh_triangles.py
+++ b/add_mesh_extra_objects/add_mesh_triangles.py
@@ -287,7 +287,7 @@ class MakeTriangle(Operator):
if self.at_3Dcursor is True:
# we'll need to be sure there is actually an object selected
- if NewObj.select is True:
+ if NewObj.select_get() is True:
# we also have to check if we're considered to be in 3D View (view3d)
if bpy.ops.view3d.snap_selected_to_cursor.poll() is True:
bpy.ops.view3d.snap_selected_to_cursor()
diff --git a/btrace/bTrace.py b/btrace/bTrace.py
index 8543ac59..61c1c1d6 100644
--- a/btrace/bTrace.py
+++ b/btrace/bTrace.py
@@ -642,7 +642,7 @@ class OBJECT_OT_meshfollow(Operator):
else:
if seloption == 'CUSTOM':
for i in meshobjs:
- if i.select is True:
+ if i.select_get() is True:
sel.append(i.index)
if seloption == 'RANDOM':
for i in list(meshobjs):
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index b499aa30..651b9e1e 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -1766,7 +1766,7 @@ def find_armature_and_mesh():
elif len(all_armatures) > 1: # if there more armature then find the select armature
barmselect = False
for _armobj in all_armatures:
- if _armobj.select:
+ if _armobj.select_get():
armature = _armobj
barmselect = True
break
@@ -1785,7 +1785,7 @@ def find_armature_and_mesh():
for obj in armature.children:
# print(dir(obj))
- if obj.type == 'MESH' and obj.select is True:
+ if obj.type == 'MESH' and obj.select_get() is True:
meshselected.append(obj)
# try the active object
if active_object and active_object.type == 'MESH' and len(meshselected) == 0:
@@ -2021,7 +2021,7 @@ class OBJECT_OT_UTSelectedFaceSmooth(Operator):
print("Init Select Face(s):")
bselected = False
for obj in bpy.data.objects:
- if obj.type == 'MESH' and obj.select is True:
+ if obj.type == 'MESH' and obj.select_get() is True:
smoothcount = 0
flatcount = 0
bpy.ops.object.mode_set(mode='OBJECT') # it need to go into object mode to able to select the faces
@@ -2066,7 +2066,7 @@ class OBJECT_OT_MeshClearWeights(Operator):
def invoke(self, context, event):
for obj in bpy.data.objects:
- if obj.type == 'MESH' and obj.select is True:
+ if obj.type == 'MESH' and obj.select_get() is True:
for vg in obj.vertex_groups:
obj.vertex_groups.remove(vg)
self.report({'INFO'}, "Mesh Vertex Groups Removed")
@@ -2200,7 +2200,7 @@ class OBJECT_OT_UTRebuildMesh(Operator):
bpy.ops.object.mode_set(mode='OBJECT')
for obj in bpy.data.objects:
- if obj.type == 'MESH' and obj.select is True:
+ if obj.type == 'MESH' and obj.select_get() is True:
rebuildmesh(obj)
self.report({'INFO'}, "Rebuild Mesh Finished!")
@@ -2273,7 +2273,7 @@ class OBJECT_OT_UTRebuildArmature(Operator):
print("Init Rebuild Armature...")
bselected = False
for obj in bpy.data.objects:
- if obj.type == 'ARMATURE' and obj.select is True:
+ if obj.type == 'ARMATURE' and obj.select_get() is True:
rebuildarmature(obj)
self.report({'INFO'}, "Rebuild Armature Finish!")
print("End of Rebuild Armature.")
@@ -2557,7 +2557,7 @@ class OBJECT_OT_UDKObjUpdate(Operator):
def udkcheckmeshline():
objmesh = None
for obj in bpy.context.scene.objects:
- if obj.type == 'MESH' and obj.select is True:
+ if obj.type == 'MESH' and obj.select_get() is True:
objmesh = obj
objmesh = triangulate_mesh(objmesh) # create a copy of the mesh
@@ -2659,7 +2659,7 @@ class OBJECT_OT_ActionSetAnimUpdate(Operator):
if objarm.type == 'ARMATURE':
# print("ADDED ARMATURE...")
armatures.append(objarm)
- if objarm.select is True:
+ if objarm.select_get() is True:
armatureselected.append(objarm)
if len(armatureselected) == len(armatures) == 1:
diff --git a/measureit/measureit_geometry.py b/measureit/measureit_geometry.py
index 1f442393..0ac8bd37 100644
--- a/measureit/measureit_geometry.py
+++ b/measureit/measureit_geometry.py
@@ -1014,7 +1014,7 @@ def draw_object(context, myobj, region, rv3d):
for o in obidxs:
# Display only selected
if scene.measureit_debug_select is True:
- if objs[o].select is False:
+ if objs[o].select_get() is False:
continue
a_p1 = Vector(get_location(objs[o]))
# Text
diff --git a/object_fracture/fracture_ops.py b/object_fracture/fracture_ops.py
index e6929d22..6230a685 100644
--- a/object_fracture/fracture_ops.py
+++ b/object_fracture/fracture_ops.py
@@ -281,7 +281,7 @@ def fracture_basic(context, nshards, crack_type, roughness):
shards = []
for ob in context.scene.objects:
- if ob.select:
+ if ob.select_get():
tobesplit.append(ob)
i = 1 # I counts shards, starts with 1 - the original object
diff --git a/object_fracture/fracture_setup.py b/object_fracture/fracture_setup.py
index 02c435f8..d48d1d78 100644
--- a/object_fracture/fracture_setup.py
+++ b/object_fracture/fracture_setup.py
@@ -35,7 +35,7 @@ def setupshards(context):
tobeprocessed = []
for ob in sce.objects:
- if ob.select:
+ if ob.select_get():
tobeprocessed.append(ob)
for ob in tobeprocessed:
diff --git a/space_view3d_display_tools/select_tools.py b/space_view3d_display_tools/select_tools.py
index 2094405a..0835f408 100644
--- a/space_view3d_display_tools/select_tools.py
+++ b/space_view3d_display_tools/select_tools.py
@@ -193,7 +193,7 @@ class ShowRenderAllSelected(Operator):
def execute(self, context):
for ob in bpy.data.objects:
try:
- if ob.select is True:
+ if ob.select_get() is True:
ob.hide_render = False
except:
continue
@@ -209,7 +209,7 @@ class HideRenderAllSelected(Operator):
def execute(self, context):
for ob in bpy.data.objects:
try:
- if ob.select is True:
+ if ob.select_get() is True:
ob.hide_render = True
except:
continue
diff --git a/ui_layer_manager.py b/ui_layer_manager.py
index 312e8b1f..98bcc1c7 100644
--- a/ui_layer_manager.py
+++ b/ui_layer_manager.py
@@ -231,7 +231,7 @@ class SCENE_OT_namedlayer_move_to_layer(Operator):
# Cycle all objects in the layer
for obj in scene.objects:
- if obj.select:
+ if obj.select_get():
# If object is in at least one of the scene's visible layers...
if True in {ob_layer and sce_layer for ob_layer, sce_layer in zip(obj.layers, scene.layers)}:
if self.extend:
@@ -358,7 +358,7 @@ class SCENE_OT_namedlayer_select_objects_by_layer(Operator):
not_all_selected -= 1
if self.active:
context.scene.objects.active = obj
- if obj.select:
+ if obj.select_get():
not_all_selected += 1
if not not_all_selected:
for obj in objects: