forked from bartvdbraak/blender
Fix incorrect active object setting in scripts.
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9284c051d6
commit
31c49493d1
@ -166,7 +166,7 @@ def object_data_add(context, obdata, operator=None, name=None):
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obj_act.select_set(action='SELECT')
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scene.update() # apply location
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# scene.objects.active = obj_new
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# layer.objects.active = obj_new
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# Match up UV layers, this is needed so adding an object with UV's
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# doesn't create new layers when there happens to be a naming mis-match.
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@ -238,7 +238,7 @@ class CLIP_OT_track_to_empty(Operator):
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ob = bpy.data.objects.new(name=track.name, object_data=None)
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ob.select_set(action='SELECT')
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context.scene.objects.link(ob)
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context.scene.objects.active = ob
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context.view_layer.objects.active = ob
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for con in ob.constraints:
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if con.type == 'FOLLOW_TRACK':
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@ -314,7 +314,7 @@ class CLIP_OT_bundles_to_mesh(Operator):
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ob.matrix_world = matrix
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context.scene.objects.link(ob)
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ob.select = True
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context.scene.objects.active = ob
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context.view_layer.objects.active = ob
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else:
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self.report({'WARNING'}, "No usable tracks selected")
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@ -60,7 +60,7 @@ class CopyRigidbodySettings(Operator):
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def execute(self, context):
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obj_act = context.object
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scene = context.scene
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view_layer = context.view_layer
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# deselect all but mesh objects
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for o in context.selected_objects:
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@ -68,9 +68,9 @@ class CopyRigidbodySettings(Operator):
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o.select_set(action='DESELECT')
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elif o.rigid_body is None:
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# Add rigidbody to object!
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scene.objects.active = o
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view_layer.objects.active = o
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bpy.ops.rigidbody.object_add()
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scene.objects.active = obj_act
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view_layer.objects.active = obj_act
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objects = context.selected_objects
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if objects:
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@ -265,7 +265,7 @@ class ConnectRigidBodies(Operator):
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ob = bpy.data.objects.new("Constraint", object_data=None)
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ob.location = loc
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context.scene.objects.link(ob)
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context.scene.objects.active = ob
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context.view_layer.objects.active = ob
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ob.select_set(action='SELECT')
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bpy.ops.rigidbody.constraint_add()
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@ -278,7 +278,7 @@ class ConnectRigidBodies(Operator):
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con.object2 = object2
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def execute(self, context):
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scene = context.scene
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view_layer = context.view_layer
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objects = context.selected_objects
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obj_act = context.active_object
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change = False
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@ -312,7 +312,7 @@ class ConnectRigidBodies(Operator):
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bpy.ops.object.select_all(action='DESELECT')
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for obj in objects:
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obj.select_set(action='SELECT')
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scene.objects.active = obj_act
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view_layer.objects.active = obj_act
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return {'FINISHED'}
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else:
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self.report({'WARNING'}, "No other objects selected")
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@ -579,7 +579,7 @@ def unwrap(operator, context, **kwargs):
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# define list of meshes
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meshes = []
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if PREF_ACT_ONLY:
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obj = context.scene.objects.active
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obj = context.view_layer.objects.active
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if obj and obj.type == 'MESH':
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meshes = [obj.data]
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else:
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@ -9,9 +9,9 @@ basedir = os.path.dirname(bpy.data.filepath)
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if not basedir:
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raise Exception("Blend file is not saved")
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scene = bpy.context.scene
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view_layer = bpy.context.view_layer
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obj_active = scene.objects.active
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obj_active = view_layer.objects.active
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selection = bpy.context.selected_objects
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bpy.ops.object.select_all(action='DESELECT')
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@ -21,7 +21,7 @@ for obj in selection:
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obj.select_set(action='SELECT')
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# some exporters only use the active object
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scene.objects.active = obj
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view_layer.objects.active = obj
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name = bpy.path.clean_name(obj.name)
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fn = os.path.join(basedir, name)
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@ -36,7 +36,7 @@ for obj in selection:
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print("written:", fn)
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scene.objects.active = obj_active
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view_layer.objects.active = obj_active
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for obj in selection:
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obj.select_set(action='SELECT')
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@ -68,7 +68,7 @@ def main(context, event):
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# we could do lots of stuff but for the example just select.
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if best_obj is not None:
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best_obj.select_set(action='SELECT')
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context.scene.objects.active = best_obj
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context.view_layer.objects.active = best_obj
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class ViewOperatorRayCast(bpy.types.Operator):
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