pep8 changes
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@@ -109,17 +109,17 @@ class SubdivisionSet(bpy.types.Operator):
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mod.sculpt_levels = level
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elif obj.mode == 'OBJECT':
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if mod.levels != level:
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mod.levels = level
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mod.levels = level
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return
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else:
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if obj.mode == 'SCULPT':
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if mod.sculpt_levels+level <= mod.total_levels:
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if mod.sculpt_levels + level <= mod.total_levels:
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mod.sculpt_levels += level
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elif obj.mode == 'OBJECT':
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if mod.levels+level <= mod.total_levels:
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if mod.levels + level <= mod.total_levels:
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mod.levels += level
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return
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elif mod.type == 'SUBSURF':
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if relative:
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mod.levels += level
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@@ -160,6 +160,7 @@ class ShapeTransfer(bpy.types.Operator):
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default=False)
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def _main(self, ob_act, objects, mode='OFFSET', use_clamp=False):
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def me_nos(verts):
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return [v.normal.copy() for v in verts]
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@@ -328,12 +329,12 @@ class JoinUVs(bpy.types.Operator):
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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len_faces = len(mesh.faces)
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uv_array = array.array('f', [0.0] * 8) * len_faces # seems to be the fastest way to create an array
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mesh.active_uv_texture.data.foreach_get("uv_raw", uv_array)
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objects = context.selected_editable_objects[:]
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for obj_other in objects:
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if obj_other.type == 'MESH':
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obj_other.data.tag = False
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@@ -344,7 +345,7 @@ class JoinUVs(bpy.types.Operator):
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if mesh_other != mesh:
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if mesh_other.tag == False:
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mesh_other.tag = True
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if len(mesh_other.faces) != len_faces:
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self.report({'WARNING'}, "Object: %s, Mesh: '%s' has %d faces, expected %d\n" % (obj_other.name, mesh_other.name, len(mesh_other.faces), len_faces))
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else:
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@@ -352,7 +353,7 @@ class JoinUVs(bpy.types.Operator):
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if not uv_other:
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mesh_other.uv_texture_add() # should return the texture it adds
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uv_other = mesh_other.active_uv_texture
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# finally do the copy
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uv_other.data.foreach_set("uv_raw", uv_array)
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