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"} 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 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'}