remove type checks on drawing uiList's,
if the list is given the wrong item then the script needs to be fixed, better not fail silently. left in checks as commented out asserts.
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@@ -56,8 +56,7 @@ class MESH_MT_shape_key_specials(Menu):
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class MESH_UL_vgroups(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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if not isinstance(item, bpy.types.VertexGroup):
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return
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# assert(isinstance(item, bpy.types.VertexGroup)
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vgroup = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.label(vgroup.name, icon_value=icon)
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@@ -70,8 +69,7 @@ class MESH_UL_vgroups(UIList):
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class MESH_UL_shape_keys(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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if not isinstance(item, bpy.types.ShapeKey):
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return
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# assert(isinstance(item, bpy.types.ShapeKey)
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obj = active_data
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key = data
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key_block = item
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@@ -93,9 +91,7 @@ class MESH_UL_shape_keys(UIList):
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class MESH_UL_uvmaps_vcols(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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if not isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)):
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print(item.__class__)
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return
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# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer))
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.label(item.name, icon_value=icon)
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icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
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