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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@@ -127,7 +127,7 @@ def ctx_clear_scene(): # copied from batch_import.py
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# remove obdata, for now only worry about the startup scene
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for bpy_data_iter in (bpy.data.objects,
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bpy.data.meshes,
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bpy.data.lamps,
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bpy.data.lights,
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bpy.data.cameras,
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):
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@@ -90,10 +90,10 @@ def make_lib():
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# datablock pointer to the Camera object
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bpy.data.objects["Cube"].prop = bpy.data.objects['Camera']
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# array of datablock pointers to the Lamp object
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# array of datablock pointers to the Light object
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for i in range(0, arr_len):
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a = bpy.data.objects["Cube"].prop_array.add()
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a.test_prop = bpy.data.objects['Lamp']
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a.test_prop = bpy.data.objects['Light']
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a.name = a.test_prop.name
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# make unique named copy of the cube
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@@ -124,7 +124,7 @@ def check_lib():
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# check array of pointers in duplicated object
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for i in range(0, arr_len):
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abort_if_false(bpy.data.objects["Cube.001"].prop_array[i].test_prop ==
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bpy.data.objects['Lamp'])
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bpy.data.objects['Light'])
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def check_lib_linking():
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@@ -137,7 +137,7 @@ def check_lib_linking():
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o = bpy.data.scenes["Scene_lib"].objects['Unique_Cube']
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abort_if_false(o.prop_array[0].test_prop == bpy.data.scenes["Scene_lib"].objects['Lamp'])
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abort_if_false(o.prop_array[0].test_prop == bpy.data.scenes["Scene_lib"].objects['Light'])
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abort_if_false(o.prop == bpy.data.scenes["Scene_lib"].objects['Camera'])
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abort_if_false(o.prop.library == o.library)
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@@ -187,15 +187,15 @@ def check_scene_copying():
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# count users
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def test_users_counting():
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bpy.ops.wm.read_factory_settings()
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lamp_us = bpy.data.objects["Lamp"].data.users
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Light_us = bpy.data.objects["Light"].data.users
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n = 1000
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for i in range(0, n):
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bpy.data.objects["Cube"]["a%s" % i] = bpy.data.objects["Lamp"].data
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abort_if_false(bpy.data.objects["Lamp"].data.users == lamp_us + n)
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bpy.data.objects["Cube"]["a%s" % i] = bpy.data.objects["Light"].data
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abort_if_false(bpy.data.objects["Light"].data.users == Light_us + n)
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for i in range(0, int(n / 2)):
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bpy.data.objects["Cube"]["a%s" % i] = 1
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abort_if_false(bpy.data.objects["Lamp"].data.users == lamp_us + int(n / 2))
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abort_if_false(bpy.data.objects["Light"].data.users == Light_us + int(n / 2))
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# linking
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@@ -259,13 +259,13 @@ def test_restrictions1():
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bpy.types.Scene.prop2 = bpy.props.PointerProperty(type=bpy.types.NodeTree, poll=poll1)
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# check poll effect on UI (poll returns false => red alert)
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bpy.context.scene.prop = bpy.data.objects["Lamp.001"]
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bpy.context.scene.prop1 = bpy.data.objects["Lamp.001"]
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bpy.context.scene.prop = bpy.data.objects["Light.001"]
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bpy.context.scene.prop1 = bpy.data.objects["Light.001"]
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# check incorrect type assignment
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def sub_test():
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# NodeTree id_prop
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bpy.context.scene.prop2 = bpy.data.objects["Lamp.001"]
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bpy.context.scene.prop2 = bpy.data.objects["Light.001"]
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check_crash(sub_test)
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@@ -125,8 +125,8 @@ test_World = _test_id_gen("worlds")
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ns = globals()
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for t in bpy.data.curves.bl_rna.functions["new"].parameters["type"].enum_items.keys():
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ns["test_Curve_%s" % t] = _test_id_gen("curves", args_create=(DUMMY_NAME, t))
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for t in bpy.data.lamps.bl_rna.functions["new"].parameters["type"].enum_items.keys():
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ns["test_Lamp_%s" % t] = _test_id_gen("lamps", args_create=(DUMMY_NAME, t))
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for t in bpy.data.lights.bl_rna.functions["new"].parameters["type"].enum_items.keys():
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ns["test_Light_%s" % t] = _test_id_gen("lights", args_create=(DUMMY_NAME, t))
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# types are a dynamic enum, have to hard-code.
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for t in "ShaderNodeTree", "CompositorNodeTree", "TextureNodeTree":
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ns["test_NodeGroup_%s" % t] = _test_id_gen("node_groups", args_create=(DUMMY_NAME, t))
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