Fix lots of various issues failing automated test load/unload/reload.

This commit is contained in:
Bastien Montagne 2019-04-18 17:13:44 +02:00
parent c56b463d06
commit e47cb9ed5b
Notes: blender-bot 2023-02-14 19:14:23 +01:00
Referenced by issue #65867, F2 Updates for 2.8
13 changed files with 56 additions and 41 deletions

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@ -38,7 +38,7 @@ import bgl
import gpu
from gpu_extras.batch import batch_for_shader
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') if not bpy.app.background else None
# -------------------------------------------------------------
# Handle all draw routines (OpenGL main entry point)

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@ -31,7 +31,6 @@ bl_info = {
if "bpy" in locals():
import importlib
importlib.reload(coat)
importlib.reload(tex)
else:
from . import tex
@ -1717,13 +1716,13 @@ class SceneCoat3D(PropertyGroup):
class MeshCoat3D(PropertyGroup):
applink_address: StringProperty(
name="ApplinkAddress",
subtype="APPLINK_ADDRESS",
# subtype="APPLINK_ADDRESS",
)
class MaterialCoat3D(PropertyGroup):
name: BoolProperty(
name="ApplinkAddress",
subtype="APPLINK_ADDRESS",
# subtype="APPLINK_ADDRESS",
default=True
)
bring_diffuse: BoolProperty(

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@ -130,7 +130,7 @@ class DTM:
def _get_data_start(self):
"""Gets the start position of the DTM data block"""
label_length = self.label['RECORD_BYTES']
num_labels = self.label.get(text='LABEL_RECORDS', 1)
num_labels = self.label.get('LABEL_RECORDS', 1)
return int(label_length * num_labels)
def _process_invalid_data(self, data):

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@ -59,10 +59,6 @@ else:
#import blender stuff
from bpy.utils import (
register_module,
unregister_module,
)
from bpy.types import (
TOPBAR_MT_file_export,
TOPBAR_MT_file_import,
@ -81,7 +77,6 @@ def register():
ms3d_ui.register()
register_module(__name__)
TOPBAR_MT_file_export.append(Ms3dExportOperator.menu_func)
TOPBAR_MT_file_import.append(Ms3dImportOperator.menu_func)
@ -89,7 +84,6 @@ def register():
def unregister():
ms3d_ui.unregister()
unregister_module(__name__)
TOPBAR_MT_file_export.remove(Ms3dExportOperator.menu_func)
TOPBAR_MT_file_import.remove(Ms3dImportOperator.menu_func)

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@ -80,7 +80,7 @@ from bpy.types import (
Mesh,
Material,
Action,
Group,
Collection,
UIList,
)
from bpy.app import (
@ -1740,7 +1740,7 @@ def inject_properties():
Bone.ms3d = PointerProperty(type=Ms3dJointProperties)
Material.ms3d = PointerProperty(type=Ms3dMaterialProperties)
Action.ms3d = PointerProperty(type=Ms3dArmatureProperties)
Group.ms3d = PointerProperty(type=Ms3dGroupProperties)
Collection.ms3d = PointerProperty(type=Ms3dGroupProperties)
def delete_properties():
del Mesh.ms3d
@ -1748,7 +1748,7 @@ def delete_properties():
del Bone.ms3d
del Material.ms3d
del Action.ms3d
del Group.ms3d
del Collection.ms3d
###############################################################################

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@ -39,7 +39,7 @@ import bgl
import gpu
from gpu_extras.batch import batch_for_shader
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') if not bpy.app.background else None
# -------------------------------------------------------------
# Draw segments

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@ -367,13 +367,15 @@ def register():
if kcfg:
km = kcfg.keymaps.new(name='Mesh', space_type='EMPTY')
kmi = km.keymap_items.new("mesh.f2", 'F', 'PRESS')
addon_keymaps.append((km, kmi))
addon_keymaps.append((km, kmi.idname))
def unregister():
# remove keymap entry
for km, kmi in addon_keymaps:
km.keymap_items.remove(kmi)
for km, kmi_idname in addon_keymaps:
for kmi in km.keymap_items:
if kmi.idname == kmi_idname:
km.keymap_items.remove(kmi)
addon_keymaps.clear()
# remove operator and preferences

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@ -63,7 +63,7 @@ HEIGHT_VALUE = 1
NUM_VALUES = 2
# TODO: make a dooted-line shader
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') if not bpy.app.background else None
class MESH_OT_InsetStraightSkeleton(bpy.types.Operator):
bl_idname = "mesh.insetstraightskeleton"

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@ -78,4 +78,4 @@ class SelectionOrder(bpy.types.Operator):
return {'RUNNING_MODAL'}
bpy.utils.register_module(__name__)
bpy.utils.register_class(SelectionOrder)

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@ -40,7 +40,7 @@ if "bpy" in locals():
else:
import bpy
from bpy.utils import register_class
from bpy.utils import register_class, unregister_class
#import addon_utils # To use some other addons
import nodeitems_utils #for Nodes
from nodeitems_utils import NodeCategory, NodeItem #for Nodes
@ -3633,26 +3633,32 @@ class PovrayPreferences(AddonPreferences):
layout.prop(self, "docpath_povray")
classes = (
PovrayPreferences,
RenderPovSettingsCamera,
RenderPovSettingsWorld,
RenderPovSettingsMaterial,
MaterialRaytraceMirror,
MaterialSubsurfaceScattering,
RenderPovSettingsObject,
RenderPovSettingsScene,
RenderPovSettingsText,
RenderPovSettingsTexture,
)
def register():
#bpy.utils.register_module(__name__) #DEPRECATED Now imported from bpy.utils import register_class
for cls in classes:
register_class(cls)
render.register()
ui.register()
primitives.register()
nodes.register()
register_class(PovrayPreferences)
register_class(RenderPovSettingsCamera)
register_class(RenderPovSettingsWorld)
register_class(RenderPovSettingsMaterial)
register_class(MaterialRaytraceMirror)
register_class(MaterialSubsurfaceScattering)
register_class(RenderPovSettingsObject)
register_class(RenderPovSettingsScene)
register_class(RenderPovSettingsText)
register_class(RenderPovSettingsTexture)
'''
bpy.types.VIEW3D_MT_add.prepend(ui.menu_func_add)
bpy.types.TOPBAR_MT_file_import.append(ui.menu_func_import)
@ -3704,6 +3710,15 @@ def unregister():
'''
#bpy.utils.unregister_module(__name__)
nodes.unregister()
primitives.unregister()
ui.unregister()
render.unregister()
for cls in reversed(classes):
unregister_class(cls)
if __name__ == "__main__":
register()

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@ -4423,5 +4423,5 @@ def register():
def unregister():
from bpy.utils import unregister_class
for cls in classes:
for cls in reversed(classes):
unregister_class(cls)

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@ -23,7 +23,7 @@ import sys #really import here and in render.py?
import os #really import here and in render.py?
from os.path import isfile
from bl_operators.presets import AddPresetBase
from bpy.utils import register_class
from bpy.utils import register_class, unregister_class
# Example of wrapping every class 'as is'
from bl_ui import properties_output
@ -2412,9 +2412,6 @@ def register():
def unregister():
#from bpy.utils import unregister_class
for cls in classes:
unregister_class(cls)
#bpy.types.TEXTURE_PT_context_texture.remove(TEXTURE_PT_povray_type)
#addon_utils.disable("add_mesh_extra_objects", default_set=False)
#bpy.types.WORLD_PT_POV_world.remove(world_panel_func)
@ -2422,4 +2419,8 @@ def unregister():
bpy.types.RENDER_PT_povray_radiosity.remove(rad_panel_func)
bpy.types.TEXT_MT_templates.remove(menu_func_templates)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
bpy.types.VIEW3D_MT_add.remove(menu_func_add)
bpy.types.VIEW3D_MT_add.remove(menu_func_add)
for cls in reversed(classes):
unregister_class(cls)

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@ -30,8 +30,12 @@ from mathutils import Vector
SpaceView3D = bpy.types.SpaceView3D
callback_handle = []
single_color_shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
smooth_color_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
if not bpy.app.background:
single_color_shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
smooth_color_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
else:
single_color_shader = None
smooth_color_shader = None
COLOR_POINT = (1.0, 0.0, 1.0, 1)
COLOR_LINE = (0.5, 0.5, 1, 1)