UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles were already calling them lights.
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@@ -110,7 +110,7 @@ class ANIM_OT_keying_set_export(Operator):
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# - special handling is needed for "nested" ID-blocks
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# (e.g. nodetree in Material)
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if ksp.id.bl_rna.identifier.startswith("ShaderNodeTree"):
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# Find material or lamp using this node tree...
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# Find material or light using this node tree...
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id_bpy_path = "bpy.data.nodes[\"%s\"]"
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found = False
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@@ -121,14 +121,14 @@ class ANIM_OT_keying_set_export(Operator):
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break
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if not found:
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for lamp in bpy.data.lamps:
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if lamp.node_tree == ksp.id:
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id_bpy_path = "bpy.data.lamps[\"%s\"].node_tree" % (lamp.name)
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for light in bpy.data.lights:
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if light.node_tree == ksp.id:
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id_bpy_path = "bpy.data.lights[\"%s\"].node_tree" % (light.name)
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found = True
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break
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if not found:
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self.report({'WARN'}, "Could not find material or lamp using Shader Node Tree - %s" % (ksp.id))
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self.report({'WARN'}, "Could not find material or light using Shader Node Tree - %s" % (ksp.id))
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elif ksp.id.bl_rna.identifier.startswith("CompositorNodeTree"):
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# Find compositor nodetree using this node tree...
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for scene in bpy.data.scenes:
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