[Bf-extensions-cvs] [f69655b4] master: Update contrib Add-ons class properties to annotations

NBurn noreply at git.blender.org
Thu Jan 17 23:51:34 CET 2019


Commit: f69655b4c441a48d7e50b12ccacfc4992bf36c54
Author: NBurn
Date:   Thu Jan 17 17:50:55 2019 -0500
Branches: master
https://developer.blender.org/rBACf69655b4c441a48d7e50b12ccacfc4992bf36c54

Update contrib Add-ons class properties to annotations

This should take care of most of the class property conversions to
use the new annotation format (colon instead of equals) for
assignment in 2.80. There may still be a few edge cases that
were missed.

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

M	add_mesh_castle/Castle.py
M	add_mesh_clusters/__init__.py
M	add_mesh_icicle_snowflake/add_mesh_icicle_gen.py
M	add_mesh_space_tree/__init__.py
M	amaranth/animation/jump_frames.py
M	amaranth/misc/toggle_wire.py
M	amaranth/node_editor/switch_material.py
M	amaranth/prefs.py
M	amaranth/render/meshlight_add.py
M	amaranth/render/samples_scene.py
M	amaranth/scene/debug.py
M	amaranth/scene/goto_library.py
M	animation_motion_trail.py
M	animation_text_types.py
M	automat/AutoOp.py
M	cacharanth/ui.py
M	camera_overscan.py
M	cmu_mocap_browser/data.py
M	cmu_mocap_browser/download.py
M	curve_tools/Properties.py
M	curve_tools/__init__.py
M	curve_tools/curve_outline.py
M	data_overrides/override.py
M	data_overrides/ui.py
M	development_class_viewer.py
M	exact_edit/xedit_set_meas.py
M	io_atomblend_utilities/__init__.py
M	io_export_marmalade.py
M	io_export_md3.py
M	io_import_lipSync_Importer.py
M	io_import_sound_to_anim.py
M	io_import_voodoo_camera.py
M	io_mesh_gwyddion/__init__.py
M	io_mesh_xyz/__init__.py
M	io_points_pcd/__init__.py
M	io_scene_cod/__init__.py
M	io_scene_fpx/fpx_ui.py
M	io_scene_map/__init__.py
M	io_scene_open_street_map.py
M	lamp_geographical_sun.py
M	lighting_hdri_shortcut/__init__.py
M	mesh_extrude_along_curve.py
M	mesh_ktools.py
M	mesh_show_vgroup_weights.py
M	node_presets.py
M	np_station/__init__.py
M	np_station/np_point_dimension.py
M	object_color_rules.py
M	object_particle_hair_net.py
M	oscurart_futurism.py
M	oscurart_mesh_cache_tools.py
M	oscurart_mesh_thread.py
M	oscurart_worn_edges_map.py
M	render_cube_map.py
M	render_shots.py
M	render_to_print.py
M	sequencer_tools/export_strips.py
M	space_view3d_align_tools.py
M	space_view3d_cursor_control/data.py
M	space_view3d_cursor_control/history.py
M	space_view3d_cursor_control/memory.py
M	space_view3d_enhanced_3d_cursor.py
M	space_view3d_paint_bprojection.py
M	space_view3d_quickPrefs.py
M	space_view3d_render_settings.py
M	space_view3d_toolshelf_menu.py
M	sun_position/properties.py
M	sun_position/ui_sun.py
M	system_keyboard_svg.py
M	text_intellisense.py
M	uv_utility.py

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

diff --git a/add_mesh_castle/Castle.py b/add_mesh_castle/Castle.py
index e0435aa8..10d71bd5 100644
--- a/add_mesh_castle/Castle.py
+++ b/add_mesh_castle/Castle.py
@@ -232,161 +232,161 @@ class add_castle(bpy.types.Operator):
 
     # only create object when True
     # False allows modifying several parameters without creating object
-    ConstructTog = BoolProperty(name="Construct", description="Generate the object", default=True)
+    ConstructTog: BoolProperty(name="Construct", description="Generate the object", default=True)
 
     # Base area - set dimensions - Width (front/back) and Depth (sides),
     # floor origin/offset, thickness, and, material/color.
-    cBaseW = FloatProperty(name="Width", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF, description="Base Width (X)")
-    cBaseD = FloatProperty(name="Depth", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF, description="Base Depth (Y)")
-    cBaseO = FloatProperty(name='Base', min=0, max=WALL_MAX, default=0, description="vert offset from 3D cursor.")
-    cBaseT = FloatProperty(min=BASE_TMIN, max=BASE_TMAX, default=BASE_TMIN, description="Base thickness")
+    cBaseW: FloatProperty(name="Width", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF, description="Base Width (X)")
+    cBaseD: FloatProperty(name="Depth", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF, description="Base Depth (Y)")
+    cBaseO: FloatProperty(name='Base', min=0, max=WALL_MAX, default=0, description="vert offset from 3D cursor.")
+    cBaseT: FloatProperty(min=BASE_TMIN, max=BASE_TMAX, default=BASE_TMIN, description="Base thickness")
 
-    cBaseRGB = FloatVectorProperty(min=0, max=1, default=(0.1, 0.1, 0.1), subtype='COLOR', size=3)
+    cBaseRGB: FloatVectorProperty(min=0, max=1, default=(0.1, 0.1, 0.1), subtype='COLOR', size=3)
 
-    CBaseB = BoolProperty(name="BloX", default=False, description="Block flooring")
-    CBaseR = BoolProperty(default=False, description="Round flooring")
+    CBaseB: BoolProperty(name="BloX", default=False, description="Block flooring")
+    CBaseR: BoolProperty(default=False, description="Round flooring")
 
-    CLvls = IntProperty(name="Levels", min=1, max=LVL_MAX, default=1)
+    CLvls: IntProperty(name="Levels", min=1, max=LVL_MAX, default=1)
 
     # current wall level parameter value display.
-    CLvl = IntProperty(name="Level", min=1, max=LVL_MAX, default=1)
+    CLvl: IntProperty(name="Level", min=1, max=LVL_MAX, default=1)
 
 #    curLvl=CLvl
 
     # block sizing
-    blockX = FloatProperty(name="Width", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_XDEF)
-    blockZ = FloatProperty(name="Height", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_XDEF)
-    blockD = FloatProperty(name="Depth", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_DDEF)
+    blockX: FloatProperty(name="Width", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_XDEF)
+    blockZ: FloatProperty(name="Height", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_XDEF)
+    blockD: FloatProperty(name="Depth", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_DDEF)
 # allow 0 for test cases...
 #    blockD=FloatProperty(name="Depth",min=0,max=BLOCK_MAX,default=BLOCK_DDEF)
 
-    blockVar = BoolProperty(name="Vary", default=True, description="Randomize block sizing")
+    blockVar: BoolProperty(name="Vary", default=True, description="Randomize block sizing")
 
-    blockWVar = FloatProperty(name="Width", min=0, max=BLOCK_VMAX, default=BLOCK_MIN, description="Random Width")
-    blockHVar = FloatProperty(name="Height", min=0, max=BLOCK_VMAX, default=BLOCK_MIN, description="Random Height")
-    blockDVar = FloatProperty(name="Depth", min=0, max=BLOCK_VMAX, default=BLOCK_MIN, description="Random Depth")
+    blockWVar: FloatProperty(name="Width", min=0, max=BLOCK_VMAX, default=BLOCK_MIN, description="Random Width")
+    blockHVar: FloatProperty(name="Height", min=0, max=BLOCK_VMAX, default=BLOCK_MIN, description="Random Height")
+    blockDVar: FloatProperty(name="Depth", min=0, max=BLOCK_VMAX, default=BLOCK_MIN, description="Random Depth")
 
-    blockMerge = BoolProperty(name="Merge", default=True, description="Merge closely adjoining blocks")
+    blockMerge: BoolProperty(name="Merge", default=True, description="Merge closely adjoining blocks")
 
 # @todo: fix edgeing for mis-matched row sizing (or just call it a feature).
-    EdgeOffset = FloatProperty(name="Edging", min=0, max=HALF_WALL, default=0.25, description="stagger wall ends")
+    EdgeOffset: FloatProperty(name="Edging", min=0, max=HALF_WALL, default=0.25, description="stagger wall ends")
 
     # block spacing
-    Grout = FloatProperty(name="Gap", min=GAP_MIN, max=GAP_MAX, default=0.05, description="Block separation")
+    Grout: FloatProperty(name="Gap", min=GAP_MIN, max=GAP_MAX, default=0.05, description="Block separation")
 
-    wallRGB = FloatVectorProperty(min=0, max=1, default=(0.5, 0.5, 0.5), subtype='COLOR', size=3)
+    wallRGB: FloatVectorProperty(min=0, max=1, default=(0.5, 0.5, 0.5), subtype='COLOR', size=3)
 
 
 # track height with each level...?
-    wallH = FloatProperty(name="Height", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF)
+    wallH: FloatProperty(name="Height", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF)
 
     # floor per level - LVL_MAX
 # Base, always true (primary object/parent)
 #    CFloor1=BoolProperty(default=True)
-    CFloor2 = BoolProperty(default=False)
-    CFloor3 = BoolProperty(default=False)
-    CFloor4 = BoolProperty(default=False)
-    CFloor5 = BoolProperty(default=False)
-    CFloor6 = BoolProperty(default=False)
-    CFloor7 = BoolProperty(default=False)
-    CFloor8 = BoolProperty(default=False)
-    CFloor9 = BoolProperty(default=False)
-    CFloor10 = BoolProperty(default=False)
+    CFloor2: BoolProperty(default=False)
+    CFloor3: BoolProperty(default=False)
+    CFloor4: BoolProperty(default=False)
+    CFloor5: BoolProperty(default=False)
+    CFloor6: BoolProperty(default=False)
+    CFloor7: BoolProperty(default=False)
+    CFloor8: BoolProperty(default=False)
+    CFloor9: BoolProperty(default=False)
+    CFloor10: BoolProperty(default=False)
 
     # Which walls to generate, per level - LVL_MAX
-    wallF1 = BoolProperty(default=False, description="Front")
-    wallF2 = BoolProperty(default=False)
-    wallF3 = BoolProperty(default=False)
-    wallF4 = BoolProperty(default=False)
-    wallF5 = BoolProperty(default=False)
-    wallF6 = BoolProperty(default=False)
-    wallF7 = BoolProperty(default=False)
-    wallF8 = BoolProperty(default=False)
-    wallF9 = BoolProperty(default=False)
-    wallF10 = BoolProperty(default=False)
-
-    wallL1 = BoolProperty(default=False, description="Left")
-    wallL2 = BoolProperty(default=False)
-    wallL3 = BoolProperty(default=False)
-    wallL4 = BoolProperty(default=False)
-    wallL5 = BoolProperty(default=False)
-    wallL6 = BoolProperty(default=False)
-    wallL7 = BoolProperty(default=False)
-    wallL8 = BoolProperty(default=False)
-    wallL9 = BoolProperty(default=False)
-    wallL10 = BoolProperty(default=False)
-
-    wallB1 = BoolProperty(default=False, description="Back")
-    wallB2 = BoolProperty(default=False)
-    wallB3 = BoolProperty(default=False)
-    wallB4 = BoolProperty(default=False)
-    wallB5 = BoolProperty(default=False)
-    wallB6 = BoolProperty(default=False)
-    wallB7 = BoolProperty(default=False)
-    wallB8 = BoolProperty(default=False)
-    wallB9 = BoolProperty(default=False)
-    wallB10 = BoolProperty(default=False)
-
-    wallR1 = BoolProperty(default=False, description="Right")
-    wallR2 = BoolProperty(default=False)
-    wallR3 = BoolProperty(default=False)
-    wallR4 = BoolProperty(default=False)
-    wallR5 = BoolProperty(default=False)
-    wallR6 = BoolProperty(default=False)
-    wallR7 = BoolProperty(default=False)
-    wallR8 = BoolProperty(default=False)
-    wallR9 = BoolProperty(default=False)
-    wallR10 = BoolProperty(default=False)
+    wallF1: BoolProperty(default=False, description="Front")
+    wallF2: BoolProperty(default=False)
+    wallF3: BoolProperty(default=False)
+    wallF4: BoolProperty(default=False)
+    wallF5: BoolProperty(default=False)
+    wallF6: BoolProperty(default=False)
+    wallF7: BoolProperty(default=False)
+    wallF8: BoolProperty(default=False)
+    wallF9: BoolProperty(default=False)
+    wallF10: BoolProperty(default=False)
+
+    wallL1: BoolProperty(default=False, description="Left")
+    wallL2: BoolProperty(default=False)
+    wallL3: BoolProperty(default=False)
+    wallL4: BoolProperty(default=False)
+    wallL5: BoolProperty(default=False)
+    wallL6: BoolProperty(default=False)
+    wallL7: BoolProperty(default=False)
+    wallL8: BoolProperty(default=False)
+    wallL9: BoolProperty(default=False)
+    wallL10: BoolProperty(default=False)
+
+    wallB1: BoolProperty(default=False, description="Back")
+    wallB2: BoolProperty(default=False)
+    wallB3: BoolProperty(default=False)
+    wallB4: BoolProperty(default=False)
+    wallB5: BoolProperty(default=False)
+    wallB6: BoolProperty(default=False)
+    wallB7: BoolProperty(default=False)
+    wallB8: BoolProperty(default=False)
+    wallB9: BoolProperty(default=False)
+    wallB10: BoolProperty(default=False)
+
+    wallR1: BoolProperty(default=False, description="Right")
+    wallR2: BoolProperty(default=False)
+    wallR3: BoolProperty(default=False)
+    wallR4: BoolProperty(default=False)
+    wallR5: BoolProperty(default=False)
+    wallR6: BoolProperty(default=False)
+    wallR7: BoolProperty(default=False)
+    wallR8: BoolProperty(default=False)
+    wallR9: BoolProperty(default=False)
+    wallR10: BoolProperty(default=False)
 
     # round walls per level - LVL_MAX
-    wallFO1 = BoolProperty(default=False, description="Front")
-    wallFO2 = BoolProperty(default=False)
-    wallFO3 = BoolProperty(default=False)
-    wallFO4 = BoolProperty(default=False)
-    wallFO5 = BoolProperty(default=False)
-    wallFO6 = BoolProperty(default=False)
-    wallFO7 = BoolProperty(default=False)
-    wallFO8 = BoolProperty(default=False)
-    wallFO9 = BoolProperty(default=False)
-    wallFO10 = BoolProperty(default=False)
-
-    wallLO1 = BoolProperty(default=False, description="Left")
-    wallLO2 = BoolProperty(default=Fal

@@ Diff output truncated at 10240 characters. @@



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