forked from bartvdbraak/blender
Merge branch 'blender-v2.81-release'
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commit
f5b09ae034
@ -4,7 +4,9 @@ Run a Function in x Seconds
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"""
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import bpy
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def in_5_seconds():
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print("Hello World")
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bpy.app.timers.register(in_5_seconds, first_interval=5)
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@ -4,8 +4,10 @@ Run a Function every x Seconds
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"""
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import bpy
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def every_2_seconds():
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print("Hello World")
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return 2.0
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bpy.app.timers.register(every_2_seconds)
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@ -6,6 +6,7 @@ import bpy
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counter = 0
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def run_10_times():
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global counter
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counter += 1
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@ -14,4 +15,5 @@ def run_10_times():
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return None
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return 0.1
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bpy.app.timers.register(run_10_times)
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@ -5,8 +5,10 @@ Assign parameters to functions
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import bpy
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import functools
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def print_message(message):
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print("Message:", message)
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bpy.app.timers.register(functools.partial(print_message, "Hello"), first_interval=2.0)
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bpy.app.timers.register(functools.partial(print_message, "World"), first_interval=3.0)
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@ -101,7 +101,7 @@ class CustomRenderEngine(bpy.types.RenderEngine):
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# Bind shader that converts from scene linear to display space,
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bgl.glEnable(bgl.GL_BLEND)
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bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA);
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bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA)
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self.bind_display_space_shader(scene)
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if not self.draw_data or self.draw_data.dimensions != dimensions:
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@ -135,18 +135,18 @@ class CustomDrawData:
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# Bind shader that converts from scene linear to display space,
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# use the scene's color management settings.
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shader_program = bgl.Buffer(bgl.GL_INT, 1)
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bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program);
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bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)
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# Generate vertex array
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self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
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bgl.glGenVertexArrays(1, self.vertex_array)
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bgl.glBindVertexArray(self.vertex_array[0])
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texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord");
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position_location = bgl.glGetAttribLocation(shader_program[0], "pos");
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texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord")
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position_location = bgl.glGetAttribLocation(shader_program[0], "pos")
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bgl.glEnableVertexAttribArray(texturecoord_location);
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bgl.glEnableVertexAttribArray(position_location);
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bgl.glEnableVertexAttribArray(texturecoord_location)
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bgl.glEnableVertexAttribArray(position_location)
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# Generate geometry buffers for drawing textured quad
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position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
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@ -178,7 +178,7 @@ class CustomDrawData:
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bgl.glActiveTexture(bgl.GL_TEXTURE0)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
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bgl.glBindVertexArray(self.vertex_array[0])
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bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4);
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bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
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bgl.glBindVertexArray(0)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
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@ -201,6 +201,7 @@ def get_panels():
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return panels
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def register():
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# Register the RenderEngine
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bpy.utils.register_class(CustomRenderEngine)
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@ -208,6 +209,7 @@ def register():
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for panel in get_panels():
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panel.COMPAT_ENGINES.add('CUSTOM')
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def unregister():
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bpy.utils.unregister_class(CustomRenderEngine)
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@ -1538,6 +1538,7 @@ void GPENCIL_OT_move_to_layer(wmOperatorType *ot)
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/* GPencil layer to use. */
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ot->prop = RNA_def_int(ot->srna, "layer", 0, 0, INT_MAX, "Grease Pencil Layer", "", 0, INT_MAX);
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RNA_def_property_flag(ot->prop, PROP_HIDDEN | PROP_SKIP_SAVE);
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}
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/* ********************* Add Blank Frame *************************** */
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@ -200,7 +200,10 @@ void MESH_OT_spin(wmOperatorType *ot)
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/* props */
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RNA_def_int(ot->srna, "steps", 9, 0, 1000000, "Steps", "Steps", 0, 1000);
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RNA_def_boolean(ot->srna, "dupli", 0, "Duplicate", "Make Duplicates");
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prop = RNA_def_boolean(ot->srna, "dupli", 0, "Use Duplicates", "");
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RNA_def_property_flag(prop, PROP_SKIP_SAVE);
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prop = RNA_def_float(ot->srna,
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"angle",
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DEG2RADF(90.0f),
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