yuck
oml fix!
This commit is contained in:
@@ -1,4 +1,6 @@
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import bpy
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import bpy
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from ..functions.translations import t, get_languages_list, update_language
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from ..core.addon_preferences import get_preference
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def register():
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def register():
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default_language = get_preference("language", 0)
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default_language = get_preference("language", 0)
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@@ -12,6 +14,7 @@ def register():
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)
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)
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bpy.types.Scene.avatar_toolkit_language_changed = bpy.props.BoolProperty(default=False)
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bpy.types.Scene.avatar_toolkit_language_changed = bpy.props.BoolProperty(default=False)
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def unregister():
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def unregister():
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if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
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if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
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del bpy.types.Scene.avatar_toolkit_language
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del bpy.types.Scene.avatar_toolkit_language
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@@ -63,9 +63,10 @@ def load_translations() -> bool:
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print(f"Loaded default translations: {dictionary}") # Debug print
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print(f"Loaded default translations: {dictionary}") # Debug print
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else:
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else:
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print("Default translation file 'en_US.json' not found.")
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print("Default translation file 'en_US.json' not found.")
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return dictionary != old_dictionary
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return dictionary != old_dictionary
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def t(phrase: str, *args, **kwargs) -> str:
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def t(phrase: str, default: str = None) -> str:
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output: str = dictionary.get(phrase)
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output: str = dictionary.get(phrase)
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if output is None:
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if output is None:
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if verbose:
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if verbose:
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@@ -1,92 +0,0 @@
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from bpy.types import UIList, Panel, UILayout, Object, Context,Material, Operator
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import bpy
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from ..core.register import register_wrap
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from .panel import AvatarToolkitPanel
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from ..core.properties import SceneMatClass, material_list_bool
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from ..functions.atlas_materials import Atlas_Materials
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@register_wrap
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class ExpandSection_Materials(Operator):
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bl_idname = 'avatar_toolkit.expand_section_materials'
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bl_label = ""
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bl_description = ""
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@classmethod
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def poll(cls, context: Context) -> bool:
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return True
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def execute(self, context: Context) -> set:
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if not context.scene.texture_atlas_Has_Mat_List_Shown:
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context.scene.materials.clear()
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newlist: list[Material] = []
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for obj in bpy.context.scene.objects:
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if len(obj.material_slots)>0:
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for mat_slot in obj.material_slots:
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if mat_slot.material:
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if mat_slot.material not in newlist:
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newlist.append(mat_slot.material)
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newitem: SceneMatClass = context.scene.materials.add()
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newitem.mat = mat_slot.material
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material_list_bool.old_list[context.scene.name] = newlist
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else:
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context.scene.texture_atlas_Has_Mat_List_Shown = False
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return {'FINISHED'}
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@register_wrap
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class MaterialTextureAtlasProperties(UIList):
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bl_label = "Texture Atlas Material List Material"
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bl_idname = "Material_UL_avatar_toolkit_texture_atlas_mat_list_mat"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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def draw_item(self , context: Context, layout: UILayout, data: bpy.types.Object, item:SceneMatClass, icon, active_data, active_propname, index):
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if context.scene.texture_atlas_Has_Mat_List_Shown:
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box = layout.box()
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row = box.row()
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row.label(text=item.mat.name, icon = "MATERIAL")
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col = box.row()
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col.prop(item.mat, "texture_atlas_albedo")
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col = box.row()
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col.prop(item.mat, "texture_atlas_normal")
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col = box.row()
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col.prop(item.mat, "texture_atlas_emission")
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col = box.row()
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col.prop(item.mat, "texture_atlas_ambient_occlusion")
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col = box.row()
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col.prop(item.mat, "texture_atlas_height")
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col = box.row()
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col.prop(item.mat, "texture_atlas_roughness")
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@register_wrap
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class TextureAtlasPanel(Panel):
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bl_label = "Texture Atlasing"
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bl_idname = "OBJECT_PT_avatar_toolkit_texture_atlas"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Avatar Toolkit"
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bl_parent_id = "OBJECT_PT_avatar_toolkit"
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def draw(self, context: Context):
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layout = self.layout
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row = layout.row()
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boxoutter = row.box()
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direction_icon = 'RIGHTARROW' if not context.scene.texture_atlas_Has_Mat_List_Shown else 'DOWNARROW_HLT'
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row = boxoutter.row()
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row.operator(ExpandSection_Materials.bl_idname, text=("Reload Texture Atlas Material List" if not context.scene.texture_atlas_Has_Mat_List_Shown else "Loaded Texture Atlas Material List"), icon=direction_icon)
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if context.scene.texture_atlas_Has_Mat_List_Shown:
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#get_texture_node_list(bpy.context)
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row = boxoutter.row()
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row.template_list(MaterialTextureAtlasProperties.bl_idname, 'material_list', context.scene, 'materials',
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context.scene, 'texture_atlas_material_index', rows=12, type='DEFAULT')
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row = layout.row()
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row.operator(Atlas_Materials.bl_idname, text="Atlas Materials!")
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