[Bf-extensions-cvs] [bdc109a5] master: addons: object select_get syntax update

NBurn noreply at git.blender.org
Tue Jan 29 00:56:41 CET 2019


Commit: bdc109a5309b26c718a3ae0ca6f2393c731fde0d
Author: NBurn
Date:   Mon Jan 28 18:56:18 2019 -0500
Branches: master
https://developer.blender.org/rBAbdc109a5309b26c718a3ae0ca6f2393c731fde0d

addons: object select_get syntax update

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

M	add_advanced_objects_menu/make_struts.py
M	add_mesh_extra_objects/add_mesh_beam_builder.py
M	add_mesh_extra_objects/add_mesh_triangles.py
M	btrace/bTrace.py
M	io_export_unreal_psk_psa.py
M	measureit/measureit_geometry.py
M	object_fracture/fracture_ops.py
M	object_fracture/fracture_setup.py
M	space_view3d_display_tools/select_tools.py
M	ui_layer_manager.py

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

diff --git a/add_advanced_objects_menu/make_struts.py b/add_advanced_objects_menu/make_struts.py
index 87aee753..b88c478d 100644
--- a/add_advanced_objects_menu/make_struts.py
+++ b/add_advanced_objects_menu/make_struts.py
@@ -477,7 +477,7 @@ def create_struts(self, context, ind, od, segments, solid, loops, manifold):
     build_cossin(segments)
 
     for truss_obj in bpy.context.scene.objects:
-        if not truss_obj.select:
+        if not truss_obj.select_get():
             continue
         truss_obj.select_set(False)
         truss_mesh = truss_obj.to_mesh(context.scene, True, 'PREVIEW')
diff --git a/add_mesh_extra_objects/add_mesh_beam_builder.py b/add_mesh_extra_objects/add_mesh_beam_builder.py
index 70324052..c77842a6 100644
--- a/add_mesh_extra_objects/add_mesh_beam_builder.py
+++ b/add_mesh_extra_objects/add_mesh_beam_builder.py
@@ -675,7 +675,7 @@ def addBeamObj(sRef, context):
         bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
 
     if sRef.Cursor:
-        if beamObj.select is True:
+        if beamObj.select_get() is True:
             # we also have to check if we're considered to be in 3D View (view3d)
             if bpy.ops.view3d.snap_selected_to_cursor.poll():
                 bpy.ops.view3d.snap_selected_to_cursor()
diff --git a/add_mesh_extra_objects/add_mesh_triangles.py b/add_mesh_extra_objects/add_mesh_triangles.py
index de577f9d..17f11e9c 100644
--- a/add_mesh_extra_objects/add_mesh_triangles.py
+++ b/add_mesh_extra_objects/add_mesh_triangles.py
@@ -287,7 +287,7 @@ class MakeTriangle(Operator):
 
             if self.at_3Dcursor is True:
                 # we'll need to be sure there is actually an object selected
-                if NewObj.select is True:
+                if NewObj.select_get() is True:
                     # we also have to check if we're considered to be in 3D View (view3d)
                     if bpy.ops.view3d.snap_selected_to_cursor.poll() is True:
                         bpy.ops.view3d.snap_selected_to_cursor()
diff --git a/btrace/bTrace.py b/btrace/bTrace.py
index 8543ac59..61c1c1d6 100644
--- a/btrace/bTrace.py
+++ b/btrace/bTrace.py
@@ -642,7 +642,7 @@ class OBJECT_OT_meshfollow(Operator):
                 else:
                     if seloption == 'CUSTOM':
                         for i in meshobjs:
-                            if i.select is True:
+                            if i.select_get() is True:
                                 sel.append(i.index)
                     if seloption == 'RANDOM':
                         for i in list(meshobjs):
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index b499aa30..651b9e1e 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -1766,7 +1766,7 @@ def find_armature_and_mesh():
             elif len(all_armatures) > 1:  # if there more armature then find the select armature
                 barmselect = False
                 for _armobj in all_armatures:
-                    if _armobj.select:
+                    if _armobj.select_get():
                         armature = _armobj
                         barmselect = True
                         break
@@ -1785,7 +1785,7 @@ def find_armature_and_mesh():
 
         for obj in armature.children:
             # print(dir(obj))
-            if obj.type == 'MESH' and obj.select is True:
+            if obj.type == 'MESH' and obj.select_get() is True:
                 meshselected.append(obj)
         # try the active object
         if active_object and active_object.type == 'MESH' and len(meshselected) == 0:
@@ -2021,7 +2021,7 @@ class OBJECT_OT_UTSelectedFaceSmooth(Operator):
         print("Init Select Face(s):")
         bselected = False
         for obj in bpy.data.objects:
-            if obj.type == 'MESH' and obj.select is True:
+            if obj.type == 'MESH' and obj.select_get() is True:
                 smoothcount = 0
                 flatcount = 0
                 bpy.ops.object.mode_set(mode='OBJECT')  # it need to go into object mode to able to select the faces
@@ -2066,7 +2066,7 @@ class OBJECT_OT_MeshClearWeights(Operator):
 
     def invoke(self, context, event):
         for obj in bpy.data.objects:
-            if obj.type == 'MESH' and obj.select is True:
+            if obj.type == 'MESH' and obj.select_get() is True:
                 for vg in obj.vertex_groups:
                     obj.vertex_groups.remove(vg)
                 self.report({'INFO'}, "Mesh Vertex Groups Removed")
@@ -2200,7 +2200,7 @@ class OBJECT_OT_UTRebuildMesh(Operator):
         bpy.ops.object.mode_set(mode='OBJECT')
 
         for obj in bpy.data.objects:
-            if obj.type == 'MESH' and obj.select is True:
+            if obj.type == 'MESH' and obj.select_get() is True:
                 rebuildmesh(obj)
 
         self.report({'INFO'}, "Rebuild Mesh Finished!")
@@ -2273,7 +2273,7 @@ class OBJECT_OT_UTRebuildArmature(Operator):
         print("Init Rebuild Armature...")
         bselected = False
         for obj in bpy.data.objects:
-            if obj.type == 'ARMATURE' and obj.select is True:
+            if obj.type == 'ARMATURE' and obj.select_get() is True:
                 rebuildarmature(obj)
         self.report({'INFO'}, "Rebuild Armature Finish!")
         print("End of Rebuild Armature.")
@@ -2557,7 +2557,7 @@ class OBJECT_OT_UDKObjUpdate(Operator):
 def udkcheckmeshline():
     objmesh = None
     for obj in bpy.context.scene.objects:
-        if obj.type == 'MESH' and obj.select is True:
+        if obj.type == 'MESH' and obj.select_get() is True:
             objmesh = obj
 
     objmesh = triangulate_mesh(objmesh)  # create a copy of the mesh
@@ -2659,7 +2659,7 @@ class OBJECT_OT_ActionSetAnimUpdate(Operator):
             if objarm.type == 'ARMATURE':
                 # print("ADDED ARMATURE...")
                 armatures.append(objarm)
-                if objarm.select is True:
+                if objarm.select_get() is True:
                     armatureselected.append(objarm)
 
         if len(armatureselected) == len(armatures) == 1:
diff --git a/measureit/measureit_geometry.py b/measureit/measureit_geometry.py
index 1f442393..0ac8bd37 100644
--- a/measureit/measureit_geometry.py
+++ b/measureit/measureit_geometry.py
@@ -1014,7 +1014,7 @@ def draw_object(context, myobj, region, rv3d):
     for o in obidxs:
         # Display only selected
         if scene.measureit_debug_select is True:
-            if objs[o].select is False:
+            if objs[o].select_get() is False:
                 continue
         a_p1 = Vector(get_location(objs[o]))
         # Text
diff --git a/object_fracture/fracture_ops.py b/object_fracture/fracture_ops.py
index e6929d22..6230a685 100644
--- a/object_fracture/fracture_ops.py
+++ b/object_fracture/fracture_ops.py
@@ -281,7 +281,7 @@ def fracture_basic(context, nshards, crack_type, roughness):
     shards = []
 
     for ob in context.scene.objects:
-        if ob.select:
+        if ob.select_get():
             tobesplit.append(ob)
 
     i = 1     # I counts shards, starts with 1 - the original object
diff --git a/object_fracture/fracture_setup.py b/object_fracture/fracture_setup.py
index 02c435f8..d48d1d78 100644
--- a/object_fracture/fracture_setup.py
+++ b/object_fracture/fracture_setup.py
@@ -35,7 +35,7 @@ def setupshards(context):
 
     tobeprocessed = []
     for ob in sce.objects:
-        if ob.select:
+        if ob.select_get():
             tobeprocessed.append(ob)
 
     for ob in tobeprocessed:
diff --git a/space_view3d_display_tools/select_tools.py b/space_view3d_display_tools/select_tools.py
index 2094405a..0835f408 100644
--- a/space_view3d_display_tools/select_tools.py
+++ b/space_view3d_display_tools/select_tools.py
@@ -193,7 +193,7 @@ class ShowRenderAllSelected(Operator):
     def execute(self, context):
         for ob in bpy.data.objects:
             try:
-                if ob.select is True:
+                if ob.select_get() is True:
                     ob.hide_render = False
             except:
                 continue
@@ -209,7 +209,7 @@ class HideRenderAllSelected(Operator):
     def execute(self, context):
         for ob in bpy.data.objects:
             try:
-                if ob.select is True:
+                if ob.select_get() is True:
                     ob.hide_render = True
             except:
                 continue
diff --git a/ui_layer_manager.py b/ui_layer_manager.py
index 312e8b1f..98bcc1c7 100644
--- a/ui_layer_manager.py
+++ b/ui_layer_manager.py
@@ -231,7 +231,7 @@ class SCENE_OT_namedlayer_move_to_layer(Operator):
 
         # Cycle all objects in the layer
         for obj in scene.objects:
-            if obj.select:
+            if obj.select_get():
                 # If object is in at least one of the scene's visible layers...
                 if True in {ob_layer and sce_layer for ob_layer, sce_layer in zip(obj.layers, scene.layers)}:
                     if self.extend:
@@ -358,7 +358,7 @@ class SCENE_OT_namedlayer_select_objects_by_layer(Operator):
                     not_all_selected -= 1
                     if self.active:
                         context.scene.objects.active = obj
-                    if obj.select:
+                    if obj.select_get():
                         not_all_selected += 1
             if not not_all_selected:
                 for obj in objects:



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