fix for misc py errors + some pep8 edits.
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@@ -14,7 +14,7 @@ def createTexture(cont):
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object = cont.owner
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# get the reference pointer (ID) of the internal texture
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ID = texture.materialID(obj, 'IMoriginal.png')
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ID = texture.materialID(object, 'IMoriginal.png')
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# create a texture object
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object_texture = texture.Texture(object, ID)
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@@ -21,7 +21,7 @@ class HelloWorldOperator(bpy.types.Operator):
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print("Hello World")
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return {'FINISHED'}
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bpy.utils.register_class(SimpleOperator)
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bpy.utils.register_class(HelloWorldOperator)
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# test call to the newly defined operator
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bpy.ops.wm.hello_world()
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@@ -685,7 +685,6 @@ data_path_update = [
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]
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import bpy
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from bpy.types import Operator
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@@ -271,7 +271,8 @@ class BakeAction(Operator):
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class ClearUselessActions(Operator):
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'''Mark actions with no F-Curves for deletion after save+reload of file preserving "action libraries"'''
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'''Mark actions with no F-Curves for deletion after save+reload of ''' \
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'''file preserving "action libraries"'''
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bl_idname = "anim.clear_useless_actions"
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bl_label = "Clear Useless Actions"
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bl_options = {'REGISTER', 'UNDO'}
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@@ -292,12 +293,14 @@ class ClearUselessActions(Operator):
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if ((self.only_unused is False) or
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(action.use_fake_user and action.users == 1)):
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# if it has F-Curves, then it's a "action library" (i.e. walk, wave, jump, etc.)
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# if it has F-Curves, then it's a "action library"
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# (i.e. walk, wave, jump, etc.)
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# and should be left alone as that's what fake users are for!
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if not action.fcurves:
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# mark action for deletion
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action.user_clear()
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removed += 1
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self.report({'INFO'}, "Removed %d empty and/or fake-user only Actions" % (removed))
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self.report({'INFO'}, "Removed %d empty and/or fake-user only Actions"
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% removed)
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return {'FINISHED'}
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@@ -74,6 +74,7 @@ class DATA_PT_skeleton(ArmatureButtonsPanel, Panel):
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if context.scene.render.engine == "BLENDER_GAME":
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layout.row().prop(arm, "vert_deformer", expand=True)
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class DATA_PT_display(ArmatureButtonsPanel, Panel):
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bl_label = "Display"
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@@ -185,11 +186,10 @@ class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
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layout.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink")
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if poselib:
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# list of poses in pose library
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# list of poses in pose library
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row = layout.row()
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row.template_list(poselib, "pose_markers", poselib.pose_markers, "active_index", rows=5)
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# column of operators for active pose
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# - goes beside list
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col = row.column(align=True)
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@@ -206,9 +206,9 @@ class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
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if pose_marker_active is not None:
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col.operator("poselib.pose_remove", icon='ZOOMOUT', text="").pose = pose_marker_active.name
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col.operator("poselib.apply_pose", icon='ZOOM_SELECTED', text="").pose_index = poselib.pose_markers.active_index
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col.operator("poselib.action_sanitise", icon='HELP', text="") # XXX: put in menu?
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col.operator("poselib.action_sanitise", icon='HELP', text="") # XXX: put in menu?
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# properties for active marker
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if pose_marker_active is not None:
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layout.prop(pose_marker_active, "name")
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@@ -81,7 +81,7 @@ class DATA_PT_distance(DataButtonsPanel, bpy.types.Panel):
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speaker = context.speaker
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split = layout.split()
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col = split.column()
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col.label("Volume:")
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col.prop(speaker, "volume_min", text="Minimum")
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@@ -344,7 +344,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel, Panel):
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row = col.row()
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row.prop(gs, "use_frame_rate")
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row.prop(gs, "use_display_lists")
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col.prop(gs, "restrict_animation_updates")
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