BlenderKit: one more fix for check if an asset was linked or appended
The state was written before first check, that's why always append was assumed to happen
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@ -281,13 +281,7 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None,
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# link the group we are interested in( there are more groups in File!!!! , have to get the correct one!)
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#
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scene = bpy.context.scene
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scene['assets used'] = scene.get('assets used', {})
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scene['assets used'][asset_data['asset_base_id']] = asset_data.copy()
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scene['assets rated'] = scene.get('assets rated', {})
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id = asset_data['asset_base_id']
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scene['assets rated'][id] = scene['assets rated'].get(id, False)
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user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
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@ -433,6 +427,14 @@ def append_asset(asset_data, **kwargs): # downloaders=[], location=None,
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parent = material
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scene['assets used'] = scene.get('assets used', {})
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scene['assets used'][asset_data['asset_base_id']] = asset_data.copy()
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scene['assets rated'] = scene.get('assets rated', {})
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id = asset_data['asset_base_id']
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scene['assets rated'][id] = scene['assets rated'].get(id, False)
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parent['asset_data'] = asset_data # TODO remove this??? should write to blenderkit Props?
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# moving reporting to on save.
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# report_use_success(asset_data['id'])
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@ -701,7 +703,8 @@ def asset_in_scene(asset_data):
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scene = bpy.context.scene
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au = scene.get('assets used', {})
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for id in au.keys():
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id = asset_data['asset_base_id']
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if id in au.keys():
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ad = au[id]
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if ad.get('file_name') != None:
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