diff options
-rw-r--r-- | add_advanced_objects_menu/make_struts.py | 2 | ||||
-rw-r--r-- | add_mesh_extra_objects/add_mesh_beam_builder.py | 2 | ||||
-rw-r--r-- | add_mesh_extra_objects/add_mesh_triangles.py | 2 | ||||
-rw-r--r-- | btrace/bTrace.py | 2 | ||||
-rw-r--r-- | io_export_unreal_psk_psa.py | 16 | ||||
-rw-r--r-- | measureit/measureit_geometry.py | 2 | ||||
-rw-r--r-- | object_fracture/fracture_ops.py | 2 | ||||
-rw-r--r-- | object_fracture/fracture_setup.py | 2 | ||||
-rw-r--r-- | space_view3d_display_tools/select_tools.py | 4 | ||||
-rw-r--r-- | ui_layer_manager.py | 4 |
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: |