Port last-minute fixes from bf-extensions addons (r1010-1012) to this tag.
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@ -1432,33 +1432,32 @@ exporttypedata.append(("0","PSK","Export PSK"))
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exporttypedata.append(("1","PSA","Export PSA"))
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exporttypedata.append(("2","ALL","Export ALL"))
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IntProperty= bpy.types.Scene.IntProperty
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IntProperty(attr="unrealfpsrate", name="fps rate",
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bpy.types.Scene.unrealfpsrate = IntProperty(
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name="fps rate",
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description="Set the frame per second (fps) for unreal.",
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default=24,min=1,max=100)
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bpy.types.Scene.EnumProperty( attr="unrealexport_settings",
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bpy.types.Scene.unrealexport_settings = EnumProperty(
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name="Export:",
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description="Select a export settings (psk/psa/all)...",
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items = exporttypedata, default = '0')
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bpy.types.Scene.BoolProperty( attr="unrealtriangulatebool",
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bpy.types.Scene.unrealtriangulatebool = BoolProperty(
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name="Triangulate Mesh",
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description="Convert Quad to Tri Mesh Boolean...",
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default=False)
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bpy.types.Scene.BoolProperty( attr="unrealactionexportall",
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bpy.types.Scene.unrealactionexportall = BoolProperty(
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name="All Actions",
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description="This let you export all actions from current armature.[Not Build Yet]",
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default=False)
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bpy.types.Scene.BoolProperty( attr="unrealexportpsk",
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bpy.types.Scene.unrealexportpsk = BoolProperty(
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name="bool export psa",
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description="bool for exporting this psk format",
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default=False)
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bpy.types.Scene.BoolProperty( attr="unrealexportpsa",
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bpy.types.Scene.unrealexportpsa = BoolProperty(
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name="bool export psa",
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description="bool for exporting this psa format",
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default=False)
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@ -304,12 +304,12 @@ cloudTypes.append(("2","Cirrus","Generate Cirrus_wispy Cloud"))
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#cloudTypes.append(("3","Nimbus","Generate Nimbus Cloud"))
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bpy.types.Scene.BoolProperty( attr="cloudparticles",
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bpy.types.Scene.cloudparticles = BoolProperty(
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name="Particles",
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description="Generate Cloud as Particle System",
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default=False)
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bpy.types.Scene.EnumProperty( attr="cloud_type",
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bpy.types.Scene.cloud_type = EnumProperty(
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name="Type",
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description="Select the type of cloud to create with material settings",
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items = cloudTypes, default = '0')
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@ -32,7 +32,7 @@ def create_cutter(context, crack_type, scale, roughness):
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enter_editmode=False,
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location=(0, 0, 0),
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rotation=(0, 0, 0),
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layer=(True, False, False, False,
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layers=(True, False, False, False,
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False, False, False, False,
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False, False, False, False,
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False, False, False, False,
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@ -65,7 +65,7 @@ def create_cutter(context, crack_type, scale, roughness):
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enter_editmode=False,
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location=(0, 0, 0),
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rotation=(0, 0, 0),
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layer=(True, False, False, False,
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layers=(True, False, False, False,
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False, False, False, False,
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False, False, False, False,
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False, False, False, False,
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@ -391,13 +391,11 @@ class FractureSimple(bpy.types.Operator):
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def execute(self, context):
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#getIslands(context.object)
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props = self.properties
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if props.exe:
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if self.exe:
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fracture_basic(context,
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props.nshards,
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props.crack_type,
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props.roughness)
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self.nshards,
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self.crack_type,
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self.roughness)
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return {'FINISHED'}
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