def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} make.publish_project() self.report({'INFO'}, 'Publishing project, check console for details.') return{'FINISHED'}
def execute(self, context): if state.compileproc != None: return {"CANCELLED"} if not armutils.check_saved(self): return {"CANCELLED"} if not armutils.check_camera(self): return {"CANCELLED"} if not armutils.check_sdkpath(self): return {"CANCELLED"} if context.area == None: return {"CANCELLED"} nodes_renderpath.check_default() assets.invalidate_enabled = False if state.playproc == None and state.krom_running == False: if context.area.type != 'VIEW_3D': return {"CANCELLED"} log.clear() # Cancel viewport render for space in context.area.spaces: if space.type == 'VIEW_3D': if space.viewport_shade == 'RENDERED': space.viewport_shade = 'SOLID' break make.play_project(True) else: make.play_project(True) assets.invalidate_enabled = True return{'FINISHED'}
def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} assets.invalidate_enabled = False make.build_project() make.compile_project(watch=True) assets.invalidate_enabled = True return{'FINISHED'}
def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} if not armutils.check_camera(self): return {"CANCELLED"} nodes_renderpath.check_default() assets.invalidate_enabled = False make.play_project(self, False) assets.invalidate_enabled = True return{'FINISHED'}
def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} if not armutils.check_camera(self): return {"CANCELLED"} if not armutils.check_sdkpath(self): return {"CANCELLED"} make.publish_project() self.report({'INFO'}, 'Publishing project, check console for details.') return{'FINISHED'}
def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} if not armutils.check_camera(self): return {"CANCELLED"} if not armutils.check_sdkpath(self): return {"CANCELLED"} state.target = bpy.data.worlds['Arm'].arm_project_target assets.invalidate_enabled = False make.build_project(target=state.target) make.compile_project(target_name=state.target, watch=True) assets.invalidate_enabled = True return{'FINISHED'}
def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} if not armutils.check_camera(self): return {"CANCELLED"} if not armutils.check_sdkpath(self): return {"CANCELLED"} state.target = make.runtime_to_target(in_viewport=False) assets.invalidate_enabled = False make.build_project(target=state.target) make.compile_project(target_name=state.target, watch=True) assets.invalidate_enabled = True return{'FINISHED'}
def execute(self, context): if state.compileproc != None: return {"CANCELLED"} if not armutils.check_saved(self): return {"CANCELLED"} if not armutils.check_camera(self): return {"CANCELLED"} if not armutils.check_sdkpath(self): return {"CANCELLED"} nodes_renderpath.check_default() assets.invalidate_enabled = False make.play_project(False) assets.invalidate_enabled = True return{'FINISHED'}
def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} if not armutils.check_camera(self): return {"CANCELLED"} nodes_renderpath.check_default() assets.invalidate_enabled = False if state.playproc == None: log.clear() # Cancel viewport render for space in context.area.spaces: if space.type == 'VIEW_3D': if space.viewport_shade == 'RENDERED': space.viewport_shade = 'SOLID' break make.play_project(self, True) else: make.patch_project() make.compile_project() assets.invalidate_enabled = True return{'FINISHED'}
def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} make.clean_project() return{'FINISHED'}
def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} make_utils.kode_studio() return{'FINISHED'}
def execute(self, context): if not armutils.check_saved(self): return {"CANCELLED"} webbrowser.open('file://' + armutils.get_fp()) return{'FINISHED'}
def invoke(self, context, event): if not armutils.check_saved(self): return {'CANCELLED'} self.class_name = 'MyTrait' return context.window_manager.invoke_props_dialog(self)