[Bf-extensions-cvs] [3d20026] master: Amaranth Addon, upgrade to 0.8.1 Changelog at http://pablovazquez.org/amaranth

Pablo Vazquez noreply at git.blender.org
Thu Mar 6 02:55:05 CET 2014


Commit: 3d20026764c29df8e412c7b492ebfe017b8d4782
Author: Pablo Vazquez
Date:   Wed Mar 5 22:53:25 2014 -0300
https://developer.blender.org/rBAC3d20026764c29df8e412c7b492ebfe017b8d4782

Amaranth Addon, upgrade to 0.8.1
Changelog at http://pablovazquez.org/amaranth

===================================================================

M	scene_amaranth_toolset.py

===================================================================

diff --git a/scene_amaranth_toolset.py b/scene_amaranth_toolset.py
old mode 100644
new mode 100755
index d4f46e5..55c52c1
--- a/scene_amaranth_toolset.py
+++ b/scene_amaranth_toolset.py
@@ -19,9 +19,9 @@
 bl_info = {
     "name": "Amaranth Toolset",
     "author": "Pablo Vazquez, Bassam Kurdali, Sergey Sharybin",
-    "version": (0, 7, 3),
-    "blender": (2, 69, 0),
-    "location": "Scene Properties > Amaranth Toolset Panel",
+    "version": (0, 8, 1),
+    "blender": (2, 70),
+    "location": "Everywhere!",
     "description": "A collection of tools and settings to improve productivity",
     "warning": "",
     "wiki_url": "http://pablovazquez.org/amaranth",
@@ -31,10 +31,11 @@ bl_info = {
 
 import bpy
 import bmesh
-from bpy.types import Operator, AddonPreferences, Panel
+from bpy.types import Operator, AddonPreferences, Panel, Menu
 from bpy.props import BoolProperty
 from mathutils import Vector
 from bpy.app.handlers import persistent
+from bl_operators.presets import AddPresetBase
 
 # Preferences
 class AmaranthToolsetPreferences(AddonPreferences):
@@ -130,13 +131,13 @@ def init_properties():
     node = bpy.types.Node
     nodes_compo = bpy.types.CompositorNodeTree
 
-    scene.use_unsimplify_render = bpy.props.BoolProperty(
+    scene.use_unsimplify_render = BoolProperty(
         default=False,
         name="Unsimplify Render",
         description="Disable Simplify during render")
-    scene.simplify_status = bpy.props.BoolProperty(default=False)
+    scene.simplify_status = BoolProperty(default=False)
 
-    node.use_matching_indices = bpy.props.BoolProperty(
+    node.use_matching_indices = BoolProperty(
         default=True,
         description="If disabled, display all available indices")
 
@@ -152,8 +153,43 @@ def init_properties():
     nodes_compo.types = bpy.props.EnumProperty(
         items=test_items, name = "Types")
 
-    nodes_compo.toggle_mute = bpy.props.BoolProperty(default=False)
-    node.status = bpy.props.BoolProperty(default=False)
+    nodes_compo.toggle_mute = BoolProperty(default=False)
+    node.status = BoolProperty(default=False)
+
+    # Scene Debug
+    # Cycles Node Types
+    cycles_shader_node_types = [
+        ("BSDF_DIFFUSE", "Diffuse BSDF", "", 0),
+        ("BSDF_GLOSSY", "Glossy BSDF", "", 1),
+        ("BSDF_TRANSPARENT", "Transparent BSDF", "", 2),
+        ("BSDF_REFRACTION", "Refraction BSDF", "", 3),
+        ("BSDF_GLASS", "Glass BSDF", "", 4),
+        ("BSDF_TRANSLUCENT", "Translucent BSDF", "", 5),
+        ("BSDF_ANISOTROPIC", "Anisotropic BSDF", "", 6),
+        ("BSDF_VELVET", "Velvet BSDF", "", 7),
+        ("BSDF_TOON", "Toon BSDF", "", 8),
+        ("SUBSURFACE_SCATTERING", "Subsurface Scattering", "", 9),
+        ("EMISSION", "Emission", "", 10),
+        ("BSDF_HAIR", "Hair BSDF", "", 11),
+        ("BACKGROUND", "Background", "", 12),
+        ("AMBIENT_OCCLUSION", "Ambient Occlusion", "", 13),
+        ("HOLDOUT", "Holdout", "", 14),
+        ]
+
+    scene.amaranth_cycles_node_types = bpy.props.EnumProperty(
+        items=cycles_shader_node_types, name = "Shader")
+
+    scene.amaranth_debug_scene_list_lamps = BoolProperty(
+        default=False,
+        name="Lamps List",
+        description="Display a list of all the lamps")
+
+    scene.amaranth_debug_scene_list_missing_images = BoolProperty(
+        default=False,
+        name="List Missing Images",
+        description="Display a list of all the missing images")
+
+    global materials
 
 
 def clear_properties():
@@ -164,7 +200,7 @@ def clear_properties():
         "use_simplify_nodes_vector",
         "status"
     )
-
+    
     wm = bpy.context.window_manager
     for p in props:
         if p in wm:
@@ -175,16 +211,16 @@ class SCENE_OT_refresh(Operator):
     """Refresh the current scene"""
     bl_idname = "scene.refresh"
     bl_label = "Refresh!"
-
+    
     def execute(self, context):
         preferences = context.user_preferences.addons[__name__].preferences
         scene = context.scene
 
-        if preferences.use_scene_refresh:
+        if preferences.use_scene_refresh:    
             # Changing the frame is usually the best way to go
             scene.frame_current = scene.frame_current
             self.report({"INFO"}, "Scene Refreshed!")
-
+            
         return {'FINISHED'}
 
 def button_refresh(self, context):
@@ -258,7 +294,7 @@ def label_timeline_extra_info(self, context):
         # Check for preview range
         frame_start = scene.frame_preview_start if scene.use_preview_range else scene.frame_start
         frame_end = scene.frame_preview_end if scene.use_preview_range else scene.frame_end
-
+        
         row.label(text="%s / %s" % (bpy.utils.smpte_from_frame(scene.frame_current - frame_start),
                         bpy.utils.smpte_from_frame(frame_end - frame_start)))
 
@@ -316,23 +352,19 @@ class FILE_PT_libraries(Panel):
         libslist = sorted(libslist)
 
         # Draw the box with libs
-
+        
         row = layout.row()
         box = row.box()
-
+       
         if libslist:
             for filepath in libslist:
                 if filepath != '//':
-                    split = box.split(percentage=0.85)
-                    col = split.column()
-                    sub = col.column(align=True)
-                    sub.label(text=filepath)
-
-                    col = split.column()
-                    sub = col.column(align=True)
-                    props = sub.operator(
+                    row = box.row()
+                    row.alignment = 'LEFT'
+                    props = row.operator(
                         FILE_OT_directory_go_to.bl_idname,
-                        text="", icon="BOOKMARKS")
+                        text=filepath, icon="BOOKMARKS",
+                        emboss=False)
                     props.filepath = filepath
         else:
             box.label(text='No libraries loaded')
@@ -341,14 +373,14 @@ class FILE_OT_directory_go_to(Operator):
     """Go to this library's directory"""
     bl_idname = "file.directory_go_to"
     bl_label = "Go To"
-
+    
     filepath = bpy.props.StringProperty(subtype="FILE_PATH")
 
     def execute(self, context):
 
         bpy.ops.file.select_bookmark(dir=self.filepath)
         return {'FINISHED'}
-
+    
 # FEATURE: Node Templates
 class NODE_OT_AddTemplateVignette(Operator):
     bl_idname = "node.template_add_vignette"
@@ -416,7 +448,7 @@ class NODE_OT_AddTemplateVignette(Operator):
         frame.label = 'Vignette'
         frame.use_custom_color = True
         frame.color = (0.783538, 0.0241576, 0.0802198)
-
+        
         overlay.parent = None
         overlay.label = 'Vignette Overlay'
 
@@ -426,7 +458,7 @@ class NODE_OT_AddTemplateVignette(Operator):
         return {'FINISHED'}
 
 # Node Templates Menu
-class NODE_MT_amaranth_templates(bpy.types.Menu):
+class NODE_MT_amaranth_templates(Menu):
     bl_idname = 'NODE_MT_amaranth_templates'
     bl_space_type = 'NODE_EDITOR'
     bl_label = "Templates"
@@ -465,7 +497,7 @@ def node_stats(self,context):
             row.label(text="Nodes: %s/%s" % (nodes_selected, str(nodes_total)))
 
 # FEATURE: Simplify Compo Nodes
-class NODE_PT_simplify(bpy.types.Panel):
+class NODE_PT_simplify(Panel):
     '''Simplify Compositor Panel'''
     bl_space_type = 'NODE_EDITOR'
     bl_region_type = 'UI'
@@ -488,7 +520,7 @@ class NODE_PT_simplify(bpy.types.Panel):
             layout.operator(NODE_OT_toggle_mute.bl_idname,
                 text="Turn On" if node_tree.toggle_mute else "Turn Off",
                 icon='RESTRICT_VIEW_OFF' if node_tree.toggle_mute else 'RESTRICT_VIEW_ON')
-
+        
             if node_tree.types == 'VECBLUR':
                 layout.label(text="This will also toggle the Vector pass {}".format(
                                     "on" if node_tree.toggle_mute else "off"), icon="INFO")
@@ -503,10 +535,10 @@ class NODE_OT_toggle_mute(Operator):
         node_tree = scene.node_tree
         node_type = node_tree.types
         rlayers = scene.render
-
+        
         if not 'amaranth_pass_vector' in scene.keys():
             scene['amaranth_pass_vector'] = []
-
+        
         #can't extend() the list, so make a dummy one
         pass_vector = scene['amaranth_pass_vector']
 
@@ -548,10 +580,10 @@ class NODE_OT_toggle_mute(Operator):
         scene['amaranth_pass_vector'] = pass_vector
 
         return {'FINISHED'}
-
+        
 
 # FEATURE: OB/MA ID panel in Node Editor
-class NODE_PT_indices(bpy.types.Panel):
+class NODE_PT_indices(Panel):
     '''Object / Material Indices Panel'''
     bl_space_type = 'NODE_EDITOR'
     bl_region_type = 'UI'
@@ -585,10 +617,10 @@ class NODE_PT_indices(bpy.types.Panel):
         for ma in materials:
             if ma and ma.pass_index > 0:
                 show_ma_id = True
-        row = layout.row(align=True)
+        row = layout.row(align=True)  
         row.prop(node, 'index', text="Mask Index")
         row.prop(node, 'use_matching_indices', text="Only Matching IDs")
-
+        
         layout.separator()
 
         if not show_ob_id and not show_ma_id:
@@ -702,7 +734,7 @@ def stats_scene(self, context):
         cameras_selected = 0
         meshlights = 0
         meshlights_visible = 0
-
+    
         for ob in context.scene.objects:
             if ob.material_slots:
                 for ma in ob.material_slots:
@@ -710,16 +742,18 @@ def stats_scene(self, context):
                         if ma.material.node_tree:
                             for no in ma.material.node_tree.nodes:
                                 if no.type == 'EMISSION':
-                                    meshlights = meshlights + 1
-                                    if ob in context.visible_objects:
-                                        meshlights_visible = meshlights_visible + 1
-                                    break
+                                    for ou in no.outputs:
+                                        if ou.links:
+                                            meshlights = meshlights + 1
+                                            if ob in context.visible_objects:
+                                                meshlights_visible = meshlights_visible

@@ Diff output truncated at 10240 characters. @@



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