Merge branch 'main' into MergeBones
This commit is contained in:
+8
-8
@@ -21,7 +21,7 @@ class SceneMatClass(PropertyGroup):
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register_class(SceneMatClass)
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class material_list_bool:
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class MaterialListBool:
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#For the love that is holy do not ever touch these. If this was java I would make these private
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#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
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#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
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@@ -31,9 +31,9 @@ class material_list_bool:
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bool_material_list_expand: dict[str,bool] = {}
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def set_bool(self, value: bool) -> None:
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material_list_bool.bool_material_list_expand[bpy.context.scene.name] = value
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = value
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if value == False:
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material_list_bool.old_list[bpy.context.scene.name] = []
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MaterialListBool.old_list[bpy.context.scene.name] = []
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def get_bool(self) -> bool:
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newlist: list[Material] = []
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@@ -45,20 +45,20 @@ class material_list_bool:
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newlist.append(mat_slot.material)
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still_the_same: bool = True
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if bpy.context.scene.name in material_list_bool.old_list:
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if bpy.context.scene.name in MaterialListBool.old_list:
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for item in newlist:
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if item not in material_list_bool.old_list[bpy.context.scene.name]:
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if item not in MaterialListBool.old_list[bpy.context.scene.name]:
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still_the_same = False
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break
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for item in material_list_bool.old_list[bpy.context.scene.name]:
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for item in MaterialListBool.old_list[bpy.context.scene.name]:
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if item not in newlist:
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still_the_same = False
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break
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else:
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still_the_same = False
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material_list_bool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
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return material_list_bool.bool_material_list_expand[bpy.context.scene.name]
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return MaterialListBool.bool_material_list_expand[bpy.context.scene.name]
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### Clean up material names in the given mesh by removing the '.001' suffix.
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