feat(Blender): a few QOL improvements to the workflow
* context menu + shortcut + operators to quickly edit /and/or create new blueprints in a seperate scene * boilerplate based on the awesome work by slyedoc * "one keyboard shortcut" workflow: edit if blueprint instance is selected, create if not, stop editing if editing is already in progress * updated list of contributors
This commit is contained in:
parent
7e71e30187
commit
566120d073
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@ -112,6 +112,8 @@ Thanks to all the contributors helping out with this project ! Big kudos to you,
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* [killercup](https://github.com/killercup)
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* [killercup](https://github.com/killercup)
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* [janhohenheim](https://github.com/janhohenheim)
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* [janhohenheim](https://github.com/janhohenheim)
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* [BUGO07](https://github.com/BUGO07)
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* [BUGO07](https://github.com/BUGO07)
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* [ChristopherBiscardi](https://github.com/ChristopherBiscardi)
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* [slyedoc](https://github.com/slyedoc)
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## License
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## License
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@ -52,6 +52,7 @@ from .core.blenvy_manager import BlenvyManager
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from .core.operators import BLENVY_OT_configuration_switch, BLENVY_OT_tooling_switch
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from .core.operators import BLENVY_OT_configuration_switch, BLENVY_OT_tooling_switch
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from .core.ui.ui import (BLENVY_PT_SidePanel)
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from .core.ui.ui import (BLENVY_PT_SidePanel)
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from .core.ui.scenes_list import BLENVY_OT_scenes_list_actions
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from .core.ui.scenes_list import BLENVY_OT_scenes_list_actions
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from .core.ui.menus_and_shortcuts import BLENVY_OT_ui_blueprint_create, BLENVY_OT_ui_blueprint_edit_start, BLENVY_OT_ui_blueprint_edit_end, BLENVY_OT_ui_blueprint_create_or_edit, edit_or_create_blueprint_menu
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from .assets.assets_folder_browser import BLENVY_OT_assets_paths_browse
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from .assets.assets_folder_browser import BLENVY_OT_assets_paths_browse
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@ -126,6 +127,11 @@ classes = [
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BlueprintsRegistry,
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BlueprintsRegistry,
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BLENVY_OT_blueprint_select,
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BLENVY_OT_blueprint_select,
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BLENVY_PT_blueprints_panel,
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BLENVY_PT_blueprints_panel,
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BLENVY_OT_ui_blueprint_create,
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BLENVY_OT_ui_blueprint_edit_start,
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BLENVY_OT_ui_blueprint_edit_end,
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BLENVY_OT_ui_blueprint_create_or_edit
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]
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]
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@ -139,40 +145,37 @@ def post_save(scene, depsgraph):
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@persistent
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@persistent
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def post_load(file_name):
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def post_load(file_name):
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print("POST LOAD")
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blenvy = bpy.context.window_manager.blenvy
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blenvy = bpy.context.window_manager.blenvy
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if blenvy is not None:
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if blenvy is not None:
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blenvy.load_settings()
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blenvy.load_settings()
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def init_keymaps():
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window_manager = bpy.context.window_manager
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if window_manager.keyconfigs.addon:
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km = window_manager.keyconfigs.addon.keymaps.new(name='3D View', space_type='VIEW_3D')
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kmi = [
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km.keymap_items.new(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, "F", "PRESS", shift=True),
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]
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return km, kmi
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addon_keymaps = []
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def register():
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def register():
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for cls in classes:
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for cls in classes:
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bpy.utils.register_class(cls)
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bpy.utils.register_class(cls)
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bpy.app.handlers.load_post.append(post_load)
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bpy.app.handlers.load_post.append(post_load)
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# for some reason, adding these directly to the tracker class in register() do not work reliably
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# for some reason, adding these directly to the tracker class in register() do not work reliably
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bpy.app.handlers.depsgraph_update_post.append(post_update)
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bpy.app.handlers.depsgraph_update_post.append(post_update)
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bpy.app.handlers.save_post.append(post_save)
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bpy.app.handlers.save_post.append(post_save)
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bpy.types.VIEW3D_MT_object.append(edit_or_create_blueprint_menu)
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bpy.types.VIEW3D_MT_object_context_menu.append(edit_or_create_blueprint_menu)
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""" handle = object()
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if not bpy.app.background:
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km, kmi = init_keymaps()
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subscribe_to = bpy.types.Scene, "name" #
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for k in kmi:
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k.active = True
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def notify_test(context):
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addon_keymaps.append((km, k))
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#if (context.scene.type == 'MESH'):
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print("Renamed", dir(context), context.scenes)
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bpy.msgbus.subscribe_rna(
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key=subscribe_to,
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owner=bpy,
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args=(bpy.context,),
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notify=notify_test,
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)"""
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#bpy.msgbus.publish_rna(key=subscribe_to)
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def unregister():
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def unregister():
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@ -181,3 +184,12 @@ def unregister():
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bpy.app.handlers.load_post.remove(post_load)
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bpy.app.handlers.load_post.remove(post_load)
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bpy.app.handlers.depsgraph_update_post.remove(post_update)
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bpy.app.handlers.depsgraph_update_post.remove(post_update)
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bpy.app.handlers.save_post.remove(post_save)
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bpy.app.handlers.save_post.remove(post_save)
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for km, kmi in addon_keymaps:
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km.keymap_items.remove(kmi)
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addon_keymaps.clear()
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bpy.types.VIEW3D_MT_object.remove(edit_or_create_blueprint_menu)
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bpy.types.VIEW3D_MT_object_context_menu.remove(edit_or_create_blueprint_menu)
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@ -34,7 +34,6 @@ def get_object_scene(object):
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return scenes_of_object[0]
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return scenes_of_object[0]
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return None
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return None
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def get_mesh_object(mesh):
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def get_mesh_object(mesh):
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for object in bpy.data.objects:
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for object in bpy.data.objects:
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if isinstance(object.data, bpy.types.Mesh) and mesh.name == object.data.name:
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if isinstance(object.data, bpy.types.Mesh) and mesh.name == object.data.name:
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@ -69,6 +68,12 @@ class BLENVY_OT_item_select(Operator):
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description="target to select's name ",
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description="target to select's name ",
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) # type: ignore
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) # type: ignore
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override_scene_name: StringProperty(
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name="override scene name",
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description="use this to override the scene selection mecanism",
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default=""
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) # type: ignore
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@classmethod
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@classmethod
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def register(cls):
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def register(cls):
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@ -96,8 +101,9 @@ class BLENVY_OT_item_select(Operator):
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select_area(context=context, area_name="OBJECT")
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select_area(context=context, area_name="OBJECT")
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elif self.item_type == 'COLLECTION':
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elif self.item_type == 'COLLECTION':
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print("selecting collection")
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collection = bpy.data.collections[self.target_name]
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collection = bpy.data.collections[self.target_name]
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scene_of_collection = get_collection_scene(collection)
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scene_of_collection = get_collection_scene(collection) if self.override_scene_name == "" else bpy.data.scenes.get(self.override_scene_name, None)
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if scene_of_collection is not None:
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if scene_of_collection is not None:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene_of_collection
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bpy.context.window.scene = scene_of_collection
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@ -105,7 +111,7 @@ class BLENVY_OT_item_select(Operator):
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context.window_manager.blenvy_item_selected_ids = json.dumps({"name": collection.name, "type": self.item_type})
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context.window_manager.blenvy_item_selected_ids = json.dumps({"name": collection.name, "type": self.item_type})
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set_active_collection(bpy.context.window.scene, collection.name)
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set_active_collection(bpy.context.window.scene, collection.name)
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select_area(context=context, area_name="COLLECTION")
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#select_area(context=context, area_name="COLLECTION")
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elif self.item_type == 'MESH':
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elif self.item_type == 'MESH':
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mesh = bpy.data.meshes[self.target_name]
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mesh = bpy.data.meshes[self.target_name]
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get=lambda self: os.path.abspath(os.path.join(os.path.dirname(bpy.data.filepath), self.project_root_path, self.assets_path, self.animations_path))
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get=lambda self: os.path.abspath(os.path.join(os.path.dirname(bpy.data.filepath), self.project_root_path, self.assets_path, self.animations_path))
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) # type: ignore
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) # type: ignore
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# Edit blueprint settings
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edit_blueprint_previous_scene: StringProperty(
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name="edit_blueprint_previous_scene",
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description="name of the scene we started from for editing the current Blueprint",
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default="",
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update=save_settings
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)# type: ignore
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edit_blueprint_current_scene: StringProperty(
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name="edit_blueprint_current_scene",
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description="name of the scene where we are currently editing a Blueprint in",
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default="",
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update=save_settings
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)# type: ignore
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edit_blueprint_previous_mode: StringProperty(
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name="edit_blueprint_previous_mode",
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description="previous blenvy mode before starting editing the current blueprint",
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default="",
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update=save_settings
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)# type: ignore
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# sub ones
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# sub ones
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auto_export: PointerProperty(type=AutoExportSettings) # type: ignore
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auto_export: PointerProperty(type=AutoExportSettings) # type: ignore
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components: PointerProperty(type=ComponentsSettings) # type: ignore
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components: PointerProperty(type=ComponentsSettings) # type: ignore
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return found
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return found
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def set_active_collection(scene, collection_name):
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def set_active_collection(scene, collection_name):
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layer_collection = bpy.data.scenes[scene.name].view_layers['ViewLayer'].layer_collection
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print("set active collection", scene, collection_name)
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layer_collection = scene.view_layers['ViewLayer'].layer_collection
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layerColl = recurLayerCollection(layer_collection, collection_name)
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layerColl = recurLayerCollection(layer_collection, collection_name)
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print("layerColl", layerColl)
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# set active collection to the collection
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# set active collection to the collection
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bpy.context.view_layer.active_layer_collection = layerColl
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bpy.context.view_layer.active_layer_collection = layerColl
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@ -0,0 +1,225 @@
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import bpy
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import json
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from mathutils import Vector
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from ..helpers_collections import set_active_collection
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from ..blenvy_manager import BlenvyManager
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""" This file contains quality of life operators/menus/shortcuts to make working with blueprints more pleasant
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* based on the excellent work by slyedoc: https://github.com/slyedoc/bevy_sly_blender/tree/4223cc0ff86255f82bb555ffc8eddf65e91aa636
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- [ ] detect editing in progress
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- [x] select collection instead of objects
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- [ ] if current scene (before edit)
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- is library: do not create instance
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- is main scene: create instance
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- or alternative: sub menu to choose instance creation or not
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- [x] save & restore blenvy mode
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- [x] add a contextual shortcut to easilly jump in/out of editing mode
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- [ ] save & reset camera
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"""
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def edit_or_create_blueprint_menu(self, context):
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if bpy.context.active_object and bpy.context.active_object.instance_collection:
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self.layout.operator(BLENVY_OT_ui_blueprint_edit_start.bl_idname)
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else:
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
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if prev_scene is not None:
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self.layout.operator(BLENVY_OT_ui_blueprint_edit_end.bl_idname)
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else:
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self.layout.operator(BLENVY_OT_ui_blueprint_create.bl_idname)
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class BLENVY_OT_ui_blueprint_create_or_edit(bpy.types.Operator):
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"""Create Blueprint in a new Scene"""
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bl_idname = "window_manager.blenvy_blueprint_shortcut"
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bl_label = "Edit Blueprint"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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if bpy.context.active_object and bpy.context.active_object.instance_collection:
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bpy.ops.window_manager.blenvy_edit_blueprinrt()
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else:
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
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if prev_scene is not None:
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bpy.ops.window_manager.blenvy_exit_edit_blueprint()
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else:
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bpy.ops.window_manager.blenvy_create_blueprint()
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return {"FINISHED"}
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class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
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"""Create Blueprint in a new Scene"""
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bl_idname = "window_manager.blenvy_create_blueprint"
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bl_label = "Create Blueprint"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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# Store original Blenvy setting
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blenvy.edit_blueprint_previous_scene = bpy.context.scene.name
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blenvy.edit_blueprint_previous_mode = blenvy.mode
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# set mode to components
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blenvy.mode = "COMPONENTS"
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blueprint_name = "new_blueprint"
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collection = bpy.data.collections.new(blueprint_name)
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library_scene_name = "Library"
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if len(blenvy.library_scenes_names) > 0:
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library_scene_name = blenvy.library_scenes_names[0]
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else:
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bpy.data.scenes.new(library_scene_name)
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# automatically add it to the library : find library scene, if any, if not, create it
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bpy.data.scenes[library_scene_name].collection.children.link(collection)
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# create an instance of the
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source_collection = collection
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instance_obj = bpy.data.objects.new(
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name=collection.name,
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object_data=None
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)
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instance_obj.instance_collection = source_collection
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instance_obj.instance_type = 'COLLECTION'
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parent_collection = bpy.context.view_layer.active_layer_collection
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parent_collection.collection.objects.link(instance_obj)
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# now open the temporary scene
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scene_name = f"temp:{blueprint_name}"
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bpy.ops.scene.new(type="EMPTY")
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new_scene = bpy.context.scene
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new_scene.name = scene_name
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bpy.context.window.scene = new_scene
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new_scene.collection.children.link(collection)
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# deselect all objects then select the first object in new scene
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bpy.ops.object.select_all(action='DESELECT')
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# zoom to selected
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bpy.ops.view3d.view_selected()
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# now that the 3d view has been adapted, we select what we actually need: the collection/blueprint
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bpy.ops.blenvy.select_item(target_name=collection.name, item_type="COLLECTION", override_scene_name=scene_name)
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return {"FINISHED"}
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class BLENVY_OT_ui_blueprint_edit_start(bpy.types.Operator):
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"""Edit the Blueprint referenced by this Blueprint Instance in a new Scene"""
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bl_idname = "window_manager.blenvy_edit_blueprinrt"
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bl_label = "Start Editing Blueprint"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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collection = bpy.context.active_object.instance_collection
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# Store original Blenvy setting
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blenvy.edit_blueprint_previous_scene = bpy.context.scene.name
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blenvy.edit_blueprint_previous_mode = blenvy.mode
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# set mode to components
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||||||
|
blenvy.mode = "COMPONENTS"
|
||||||
|
|
||||||
|
if not collection:
|
||||||
|
print("Active item is not a Blueprint/Collection instance")
|
||||||
|
self.report({"WARNING"}, "Active item is not a Blueprint/Collection instance")
|
||||||
|
return {"CANCELLED"}
|
||||||
|
|
||||||
|
scene_name = f"temp:{collection.name}"
|
||||||
|
bpy.ops.scene.new(type="EMPTY")
|
||||||
|
new_scene = bpy.context.scene
|
||||||
|
new_scene.name = scene_name
|
||||||
|
bpy.context.window.scene = new_scene
|
||||||
|
new_scene.collection.children.link(collection)
|
||||||
|
|
||||||
|
# Assuming you want to focus on the objects from the linked collection
|
||||||
|
# Switch to the new scene context
|
||||||
|
|
||||||
|
"""blenvy.edit_collection_world_texture = "checker"
|
||||||
|
if blenvy.edit_collection_world_texture != "none":
|
||||||
|
world = bpy.data.worlds.new(bpy.context.scene.name)
|
||||||
|
new_scene.world = world
|
||||||
|
world.use_nodes = True
|
||||||
|
tree = world.node_tree
|
||||||
|
|
||||||
|
if blenvy.edit_collection_world_texture in ["checker", "checker_view"]:
|
||||||
|
checker_texture = tree.nodes.new("ShaderNodeTexChecker")
|
||||||
|
checker_texture.inputs["Scale"].default_value = 20
|
||||||
|
checker_texture.location = Vector((-250, 0))
|
||||||
|
if blenvy.edit_collection_world_texture == "checker_view":
|
||||||
|
coord = tree.nodes.new("ShaderNodeTexCoord")
|
||||||
|
coord.location = Vector((-500, 0))
|
||||||
|
for op in coord.outputs:
|
||||||
|
op.hide = True
|
||||||
|
tree.links.new(coord.outputs["Window"], checker_texture.inputs["Vector"])
|
||||||
|
tree.links.new(checker_texture.outputs["Color"], tree.nodes["Background"].inputs["Color"])
|
||||||
|
elif blenvy.edit_collection_world_texture == "gray":
|
||||||
|
tree.nodes["Background"].inputs["Color"].default_value = (.3, .3, .3, 1)"""
|
||||||
|
|
||||||
|
# deselect all objects then select the first object in new scene
|
||||||
|
bpy.ops.object.select_all(action='DESELECT')
|
||||||
|
|
||||||
|
# find the root object
|
||||||
|
if len(collection.objects) > 0 :
|
||||||
|
root_obj = collection.objects[0]
|
||||||
|
while root_obj.parent:
|
||||||
|
root_obj = root_obj.parent
|
||||||
|
|
||||||
|
# select object and children
|
||||||
|
new_scene.objects[root_obj.name].select_set(True)
|
||||||
|
# def select_children(parent):
|
||||||
|
# for child in parent.children:
|
||||||
|
# child.select_set(True)
|
||||||
|
# select_children(child) # Recursively select further descendants
|
||||||
|
# select_children(root_obj);
|
||||||
|
|
||||||
|
# Select the view layer and view the selected objects
|
||||||
|
bpy.context.view_layer.objects.active = new_scene.objects[root_obj.name]
|
||||||
|
bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[collection.name]
|
||||||
|
|
||||||
|
# zoom to selected
|
||||||
|
bpy.ops.view3d.view_selected()
|
||||||
|
|
||||||
|
# now that the 3d view has been adapted, we select what we actually need: the collection/blueprint
|
||||||
|
bpy.ops.blenvy.select_item(target_name=collection.name, item_type="COLLECTION", override_scene_name=scene_name)
|
||||||
|
|
||||||
|
return {"FINISHED"}
|
||||||
|
|
||||||
|
class BLENVY_OT_ui_blueprint_edit_end(bpy.types.Operator):
|
||||||
|
bl_idname = "window_manager.blenvy_exit_edit_blueprint"
|
||||||
|
bl_label = "Done editing blueprint"
|
||||||
|
bl_options = {"UNDO"}
|
||||||
|
|
||||||
|
def execute(self, context):
|
||||||
|
blenvy = context.window_manager.blenvy # type: BlenvyManager
|
||||||
|
# = context.window_manager.bevy # type: BlenvyManager
|
||||||
|
|
||||||
|
current_scene = bpy.context.scene
|
||||||
|
prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
|
||||||
|
|
||||||
|
# we are done editing the blueprint, reset settings to the way they were before
|
||||||
|
blenvy.edit_blueprint_previous_scene = ""
|
||||||
|
blenvy.mode = blenvy.edit_blueprint_previous_mode
|
||||||
|
|
||||||
|
|
||||||
|
if prev_scene is None:
|
||||||
|
print("No scene to return to")
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
if current_scene.name.startswith("temp:"):
|
||||||
|
bpy.data.scenes.remove(bpy.context.scene)
|
||||||
|
bpy.context.window.scene = prev_scene
|
||||||
|
else:
|
||||||
|
#if
|
||||||
|
print("Not in temp scene")
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
return {'FINISHED'}
|
||||||
|
|
Loading…
Reference in New Issue