added Window.Get/SetActiveLayer() and changed how scn.objects.new() works, if scn is the active scene it uses the 3d views active layer to create the object in.
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@@ -180,20 +180,35 @@ def DrawProgressBar (done, text):
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"""
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def GetCursorPos ():
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"""
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Get the current 3d cursor position.
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@rtype: list of three floats
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@return: the current position: [x, y, z].
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"""
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"""
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Get the current 3d cursor position.
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@rtype: list of three floats
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@return: the current position: [x, y, z].
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"""
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def GetActiveLayer ():
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"""
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Get the bitmask for the active layer.
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@note: if there is no 3d view it will return zero.
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@rtype: int
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@return: layer bitmask
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"""
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def SetActiveLayer(layermask):
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"""
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Set the bitmask for the active layer.
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@type layermask: int
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@param layermask: An integer bitmask, to use humanly readable values do (1<<0) for the first layer, (1<<19) for the last layer.
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"""
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def SetCursorPos (coords):
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"""
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Change the 3d cursor position.
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@type coords: 3 floats or a list of 3 floats
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@param coords: The new x, y, z coordinates.
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@note: if visible, the 3d View must be redrawn to display the change. This
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can be done with L{Redraw}.
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"""
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"""
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Change the 3d cursor position.
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@type coords: 3 floats or a list of 3 floats
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@param coords: The new x, y, z coordinates.
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@note: if visible, the 3d View must be redrawn to display the change. This
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can be done with L{Redraw}.
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"""
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def WaitCursor (bool):
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"""
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