From 66a2adbf4badc7f97923e9e2c02d8f1b807d560e Mon Sep 17 00:00:00 2001 From: Dana Olson Date: Fri, 9 Jan 2015 01:36:38 -0500 Subject: mergable version of ndee's pull request --- tools/export/blender25/godot_export_manager.py | 439 +++++++++++++++++++++++++ 1 file changed, 439 insertions(+) create mode 100644 tools/export/blender25/godot_export_manager.py (limited to 'tools/export/blender25/godot_export_manager.py') diff --git a/tools/export/blender25/godot_export_manager.py b/tools/export/blender25/godot_export_manager.py new file mode 100644 index 0000000000..a5df60e47d --- /dev/null +++ b/tools/export/blender25/godot_export_manager.py @@ -0,0 +1,439 @@ +# ##### BEGIN GPL LICENSE BLOCK ##### +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +# Script copyright (c) Andreas Esau + +bl_info = { + "name": "Godot Export Manager", + "author": "Andreas Esau", + "version": (1, 0), + "blender": (2, 7, 0), + "location": "Scene Properties > Godot Export Manager", + "description": "Godot Export Manager uses the Better Collada Exporter to manage Export Groups and automatically export the objects groups to Collada Files.", + "warning": "", + "wiki_url": ("http://www.godotengine.org"), + "tracker_url": "", + "category": "Import-Export"} + +import bpy +from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, FloatVectorProperty, IntProperty, CollectionProperty, PointerProperty +import os +from bpy.app.handlers import persistent +from mathutils import Vector, Matrix + +class godot_export_manager(bpy.types.Panel): + bl_label = "Godot Export Manager" + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "scene" + + bpy.types.Scene.godot_export_on_save = BoolProperty(default=False) + + ### draw function for all ui elements + def draw(self, context): + layout = self.layout + split = self.layout.split() + scene = bpy.data.scenes[0] + ob = context.object + scene = context.scene + + row = layout.row() + col = row.column() + col.prop(scene,"godot_export_on_save",text="Export Groups on save") + + row = layout.row() + col = row.column(align=True) + op = col.operator("scene.godot_add_objects_to_group",text="Add selected objects to Group",icon="COPYDOWN") + + op = col.operator("scene.godot_delete_objects_from_group",text="Delete selected objects from Group",icon="PASTEDOWN") + + + + row = layout.row() + col = row.column() + col.label(text="Export Groups:") + + + row = layout.row() + col = row.column() + + col.template_list("UI_List_Godot","dummy",scene, "godot_export_groups", scene, "godot_export_groups_index",rows=1,maxrows=10,type='DEFAULT') + + col = row.column(align=True) + col.operator("scene.godot_add_export_group",text="",icon="ZOOMIN") + col.operator("scene.godot_delete_export_group",text="",icon="ZOOMOUT") + col.operator("scene.godot_export_all_groups",text="",icon="EXPORT") + + if len(scene.godot_export_groups) > 0: + row = layout.row() + col = row.column() + group = scene.godot_export_groups[scene.godot_export_groups_index] + col.prop(group,"name",text="Group Name") + col.prop(group,"export_name",text="Export Name") + col.prop(group,"export_path",text="Export Filepath") + + row = layout.row() + col = row.column() + row = layout.row() + col = row.column() + col.label(text="Export Settings:") + + col = col.row(align=True) + col.prop(group,"apply_loc",toggle=True,icon="MAN_TRANS") + col.prop(group,"apply_rot",toggle=True,icon="MAN_ROT") + col.prop(group,"apply_scale",toggle=True,icon="MAN_SCALE") + + row = layout.row() + col = row.column() + + col.prop(group,"use_mesh_modifiers") + col.prop(group,"use_tangent_arrays") + col.prop(group,"use_triangles") + col.prop(group,"use_copy_images") + col.prop(group,"use_active_layers") + col.prop(group,"use_exclude_ctrl_bones") + col.prop(group,"use_anim") + col.prop(group,"use_anim_action_all") + col.prop(group,"use_anim_skip_noexp") + col.prop(group,"use_anim_optimize") + col.prop(group,"anim_optimize_precision") + col.prop(group,"use_metadata") + +### Custom template_list look +class UI_List_Godot(bpy.types.UIList): + def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): + ob = data + slot = item + col = layout.row(align=True) + + col.label(text=item.name,icon="GROUP") + col.prop(item,"active",text="") + + op = col.operator("scene.godot_select_group_objects",text="",emboss=False,icon="RESTRICT_SELECT_OFF") + op.idx = index + op = col.operator("scene.godot_export_group",text="",emboss=False,icon="EXPORT") + op.idx = index + +class add_objects_to_group(bpy.types.Operator): + bl_idname = "scene.godot_add_objects_to_group" + bl_label = "Add Objects to Group" + bl_description = "Adds the selected Objects to the active group below." + + def execute(self,context): + scene = context.scene + + objects_str = "" + if len(scene.godot_export_groups) > 0: + for i,object in enumerate(context.selected_objects): + if object.name not in scene.godot_export_groups[scene.godot_export_groups_index].nodes: + node = scene.godot_export_groups[scene.godot_export_groups_index].nodes.add() + node.name = object.name + if i == 0: + objects_str += object.name + else: + objects_str += ", "+object.name + + + self.report({'INFO'}, objects_str + " added to group." ) + bpy.ops.ed.undo_push(message="Objects added to group") + else: + self.report({'WARNING'}, "Create a group first." ) + return{'FINISHED'} + +class del_objects_from_group(bpy.types.Operator): + bl_idname = "scene.godot_delete_objects_from_group" + bl_label = "Delete Objects from Group" + bl_description = "Delets the selected Objects from the active group below." + + def execute(self,context): + scene = context.scene + + if len(scene.godot_export_groups) > 0: + + selected_objects = [] + for object in context.selected_objects: + selected_objects.append(object.name) + + objects_str = "" + j = 0 + for i,node in enumerate(scene.godot_export_groups[scene.godot_export_groups_index].nodes): + if node.name in selected_objects: + scene.godot_export_groups[scene.godot_export_groups_index].nodes.remove(i) + + + if j == 0: + objects_str += object.name + else: + objects_str += ", "+object.name + j+=1 + + + self.report({'INFO'}, objects_str + " deleted from group." ) + bpy.ops.ed.undo_push(message="Objects deleted from group") + else: + self.report({'WARNING'}, "There is no group to delete from." ) + return{'FINISHED'} + +class select_group_objects(bpy.types.Operator): + bl_idname = "scene.godot_select_group_objects" + bl_label = "Select Group Objects" + bl_description = "Will select all group Objects in the scene." + + idx = IntProperty() + + def execute(self,context): + scene = context.scene + for object in context.scene.objects: + object.select = False + for node in scene.godot_export_groups[self.idx].nodes: + if node.name in bpy.data.objects: + bpy.data.objects[node.name].select = True + context.scene.objects.active = bpy.data.objects[node.name] + return{'FINISHED'} + +class export_groups_autosave(bpy.types.Operator): + bl_idname = "scene.godot_export_groups_autosave" + bl_label = "Export All Groups" + bl_description = "Exports all groups to Collada." + + def execute(self,context): + scene = context.scene + if scene.godot_export_on_save: + for i in range(len(scene.godot_export_groups)): + if scene.godot_export_groups[i].active: + bpy.ops.scene.godot_export_group(idx=i) + self.report({'INFO'}, "All Groups exported." ) + bpy.ops.ed.undo_push(message="Export all Groups") + return{'FINISHED'} + +class export_all_groups(bpy.types.Operator): + bl_idname = "scene.godot_export_all_groups" + bl_label = "Export All Groups" + bl_description = "Exports all groups to Collada." + + def execute(self,context): + scene = context.scene + for i in range(len(scene.godot_export_groups)): + if scene.godot_export_groups[i].active: + bpy.ops.scene.godot_export_group(idx=i) + self.report({'INFO'}, "All Groups exported." ) + bpy.ops.ed.undo_push(message="Export all Groups") + return{'FINISHED'} + + +class export_group(bpy.types.Operator): + bl_idname = "scene.godot_export_group" + bl_label = "Export Group" + bl_description = "Exports the active group to destination folder as Collada file." + + idx = IntProperty(default=0) + + def copy_object_recursive(self,ob,parent,single_user = True): + new_ob = bpy.data.objects[ob.name].copy() + if single_user or ob.type=="ARMATURE": + new_mesh_data = new_ob.data.copy() + new_ob.data = new_mesh_data + bpy.context.scene.objects.link(new_ob) + + if ob != parent: + new_ob.parent = parent + else: + new_ob.parent = None + + for child in ob.children: + self.copy_object_recursive(child,new_ob,single_user) + new_ob.select = True + return new_ob + + def delete_object(self,ob): + if ob != None: + for child in ob.children: + self.delete_object(child) + bpy.context.scene.objects.unlink(ob) + bpy.data.objects.remove(ob) + + def convert_group_to_node(self,group): + if group.dupli_group != None: + for object in group.dupli_group.objects: + if object.parent == None: + object = self.copy_object_recursive(object,object,True) + matrix = Matrix(object.matrix_local) + object.matrix_local = Matrix() + object.matrix_local *= group.matrix_local + object.matrix_local *= matrix + + self.delete_object(group) + + def execute(self,context): + scene = context.scene + group = context.scene.godot_export_groups + + path = group[self.idx].export_path + if (path.find("//")==0 or path.find("\\\\")==0): + #if relative, convert to absolute + path = bpy.path.abspath(path) + path = path.replace("\\","/") + + ### if path exists and group export name is set the group will be exported + if os.path.exists(path) and group[self.idx].export_name != "": + + context.scene.layers = [True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True] + + + if group[self.idx].export_name.endswith(".dae"): + path = os.path.join(path,group[self.idx].export_name) + else: + path = os.path.join(path,group[self.idx].export_name+".dae") + + hide_select = [] + for object in context.scene.objects: + hide_select.append(object.hide_select) + object.hide_select = False + object.select = False + context.scene.objects.active = None + + for i,object in enumerate(group[self.idx].nodes): + + if object.name in bpy.data.objects: + if bpy.data.objects[object.name].type == "EMPTY": + self.convert_group_to_node(bpy.data.objects[object.name]) + else: + bpy.data.objects[object.name].select = True + + else: # if object is not in the scene anymore it will be removed from the group + group[self.idx].nodes.remove(i) + bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, rotation=group[self.idx].apply_rot, scale=group[self.idx].apply_scale) + bpy.ops.export_scene.dae(check_existing=True, filepath=path, filter_glob="*.dae", object_types=group[self.idx].object_types, use_export_selected=group[self.idx].use_export_selected, use_mesh_modifiers=group[self.idx].use_mesh_modifiers, use_tangent_arrays=group[self.idx].use_tangent_arrays, use_triangles=group[self.idx].use_triangles, use_copy_images=group[self.idx].use_copy_images, use_active_layers=group[self.idx].use_active_layers, use_exclude_ctrl_bones=group[self.idx].use_exclude_ctrl_bones, use_anim=group[self.idx].use_anim, use_anim_action_all=group[self.idx].use_anim_action_all, use_anim_skip_noexp=group[self.idx].use_anim_skip_noexp, use_anim_optimize=group[self.idx].use_anim_optimize, anim_optimize_precision=group[self.idx].anim_optimize_precision, use_metadata=group[self.idx].use_metadata) + + + self.report({'INFO'}, '"'+group[self.idx].name+'"' + " Group exported." ) + msg = "Export Group "+group[self.idx].name + bpy.ops.ed.undo_push(message="") + bpy.ops.ed.undo() + bpy.ops.ed.undo_push(message=msg) + else: + self.report({'INFO'}, "Define Export Name and Export Path." ) + return{'FINISHED'} + +class add_export_group(bpy.types.Operator): + bl_idname = "scene.godot_add_export_group" + bl_label = "Adds a new export Group" + bl_description = "Creates a new Export Group with the selected Objects assigned to it." + + def execute(self,context): + scene = context.scene + + item = scene.godot_export_groups.add() + item.name = "New Group" + for object in context.selected_objects: + node = item.nodes.add() + node.name = object.name + scene.godot_export_groups_index = len(scene.godot_export_groups)-1 + bpy.ops.ed.undo_push(message="Create New Export Group") + return{'FINISHED'} + +class del_export_group(bpy.types.Operator): + bl_idname = "scene.godot_delete_export_group" + bl_label = "Delets the selected export Group" + bl_description = "Delets the active Export Group." + + def invoke(self, context, event): + wm = context.window_manager + return wm.invoke_confirm(self,event) + + def execute(self,context): + scene = context.scene + + scene.godot_export_groups.remove(scene.godot_export_groups_index) + if scene.godot_export_groups_index > 0: + scene.godot_export_groups_index -= 1 + bpy.ops.ed.undo_push(message="Delete Export Group") + return{'FINISHED'} + +class godot_node_list(bpy.types.PropertyGroup): + name = StringProperty() + +class godot_export_groups(bpy.types.PropertyGroup): + name = StringProperty(name="Group Name") + export_name = StringProperty(name="scene_name") + nodes = CollectionProperty(type=godot_node_list) + export_path = StringProperty(subtype="DIR_PATH") + active = BoolProperty(default=True,description="Export Group") + + object_types = EnumProperty(name="Object Types",options={'ENUM_FLAG'},items=(('EMPTY', "Empty", ""),('CAMERA', "Camera", ""),('LAMP', "Lamp", ""),('ARMATURE', "Armature", ""),('MESH', "Mesh", ""),('CURVE', "Curve", ""),),default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH','CURVE'}) + + apply_scale = BoolProperty(name="Apply Scale",description="Apply Scale before export.",default=False) + apply_rot = BoolProperty(name="Apply Rotation",description="Apply Rotation before export.",default=False) + apply_loc = BoolProperty(name="Apply Location",description="Apply Location before export.",default=False) + + use_export_selected = BoolProperty(name="Selected Objects",description="Export only selected objects (and visible in active layers if that applies).",default=True) + use_mesh_modifiers = BoolProperty(name="Apply Modifiers",description="Apply modifiers to mesh objects (on a copy!).",default=True) + use_tangent_arrays = BoolProperty(name="Tangent Arrays",description="Export Tangent and Binormal arrays (for normalmapping).",default=False) + use_triangles = BoolProperty(name="Triangulate",description="Export Triangles instead of Polygons.",default=False) + + use_copy_images = BoolProperty(name="Copy Images",description="Copy Images (create images/ subfolder)",default=False) + use_active_layers = BoolProperty(name="Active Layers",description="Export only objects on the active layers.",default=True) + use_exclude_ctrl_bones = BoolProperty(name="Exclude Control Bones",description="Exclude skeleton bones with names that begin with 'ctrl'.",default=True) + use_anim = BoolProperty(name="Export Animation",description="Export keyframe animation",default=False) + use_anim_action_all = BoolProperty(name="All Actions",description=("Export all actions for the first armature found in separate DAE files"),default=False) + use_anim_skip_noexp = BoolProperty(name="Skip (-noexp) Actions",description="Skip exporting of actions whose name end in (-noexp). Useful to skip control animations.",default=True) + use_anim_optimize = BoolProperty(name="Optimize Keyframes",description="Remove double keyframes",default=True) + + anim_optimize_precision = FloatProperty(name="Precision",description=("Tolerence for comparing double keyframes (higher for greater accuracy)"),min=1, max=16,soft_min=1, soft_max=16,default=6.0) + + use_metadata = BoolProperty(name="Use Metadata",default=True,options={'HIDDEN'}) + +def register(): + bpy.utils.register_class(godot_export_manager) + bpy.utils.register_class(godot_node_list) + bpy.utils.register_class(godot_export_groups) + bpy.utils.register_class(add_export_group) + bpy.utils.register_class(del_export_group) + bpy.utils.register_class(export_all_groups) + bpy.utils.register_class(export_groups_autosave) + bpy.utils.register_class(export_group) + bpy.utils.register_class(add_objects_to_group) + bpy.utils.register_class(del_objects_from_group) + bpy.utils.register_class(select_group_objects) + bpy.utils.register_class(UI_List_Godot) + + bpy.types.Scene.godot_export_groups = CollectionProperty(type=godot_export_groups) + bpy.types.Scene.godot_export_groups_index = IntProperty(default=0,min=0) + +def unregister(): + bpy.utils.unregister_class(godot_export_manager) + bpy.utils.unregister_class(godot_node_list) + bpy.utils.unregister_class(godot_export_groups) + bpy.utils.unregister_class(export_groups_autosave) + bpy.utils.unregister_class(add_export_group) + bpy.utils.unregister_class(del_export_group) + bpy.utils.unregister_class(export_all_groups) + bpy.utils.unregister_class(export_group) + bpy.utils.unregister_class(add_objects_to_group) + bpy.utils.unregister_class(del_objects_from_group) + bpy.utils.unlregister_class(select_group_objects) + bpy.utils.unregister_class(UI_List_Godot) + +@persistent +def auto_export(dummy): + bpy.ops.scene.godot_export_groups_autosave() + +bpy.app.handlers.save_post.append(auto_export) + +if __name__ == "__main__": + register() -- cgit v1.2.3 From 904770fb91a10f826160a7e00339a1d01cbdff99 Mon Sep 17 00:00:00 2001 From: Andreas Esau Date: Thu, 15 Jan 2015 22:22:12 +0100 Subject: Export Manager Fixes - fixed a bug where it could happen that objects did not get exported - fixed some script errors - added the feature to export particle dupliobjects. Now you can add objects with the particle system and get them directly exported. --- tools/export/blender25/godot_export_manager.py | 65 ++++++++++++++++++++------ 1 file changed, 50 insertions(+), 15 deletions(-) (limited to 'tools/export/blender25/godot_export_manager.py') diff --git a/tools/export/blender25/godot_export_manager.py b/tools/export/blender25/godot_export_manager.py index a5df60e47d..31db2c9e94 100644 --- a/tools/export/blender25/godot_export_manager.py +++ b/tools/export/blender25/godot_export_manager.py @@ -101,6 +101,7 @@ class godot_export_manager(bpy.types.Panel): row = layout.row() col = row.column() + col.prop(group,"use_include_particle_duplicates") col.prop(group,"use_mesh_modifiers") col.prop(group,"use_tangent_arrays") col.prop(group,"use_triangles") @@ -134,6 +135,8 @@ class add_objects_to_group(bpy.types.Operator): bl_label = "Add Objects to Group" bl_description = "Adds the selected Objects to the active group below." + undo = BoolProperty(default=True) + def execute(self,context): scene = context.scene @@ -150,7 +153,8 @@ class add_objects_to_group(bpy.types.Operator): self.report({'INFO'}, objects_str + " added to group." ) - bpy.ops.ed.undo_push(message="Objects added to group") + if self.undo: + bpy.ops.ed.undo_push(message="Objects added to group") else: self.report({'WARNING'}, "Create a group first." ) return{'FINISHED'} @@ -228,11 +232,11 @@ class export_all_groups(bpy.types.Operator): def execute(self,context): scene = context.scene - for i in range(len(scene.godot_export_groups)): - if scene.godot_export_groups[i].active: - bpy.ops.scene.godot_export_group(idx=i) + + for i in range(0,len(scene.godot_export_groups)): + bpy.ops.scene.godot_export_group(idx=i,export_all=True) + self.report({'INFO'}, "All Groups exported." ) - bpy.ops.ed.undo_push(message="Export all Groups") return{'FINISHED'} @@ -242,6 +246,8 @@ class export_group(bpy.types.Operator): bl_description = "Exports the active group to destination folder as Collada file." idx = IntProperty(default=0) + export_all = BoolProperty(default=False) + def copy_object_recursive(self,ob,parent,single_user = True): new_ob = bpy.data.objects[ob.name].copy() @@ -280,9 +286,20 @@ class export_group(bpy.types.Operator): self.delete_object(group) def execute(self,context): + scene = context.scene group = context.scene.godot_export_groups + if not group[self.idx].active and self.export_all: + return{'FINISHED'} + + for i,object in enumerate(group[self.idx].nodes): + if object.name in bpy.data.objects: + pass + else: + group[self.idx].nodes.remove(i) + bpy.ops.ed.undo_push(message="Clear not existent Group Nodes.") + path = group[self.idx].export_path if (path.find("//")==0 or path.find("\\\\")==0): #if relative, convert to absolute @@ -307,25 +324,42 @@ class export_group(bpy.types.Operator): object.select = False context.scene.objects.active = None - for i,object in enumerate(group[self.idx].nodes): - - if object.name in bpy.data.objects: - if bpy.data.objects[object.name].type == "EMPTY": - self.convert_group_to_node(bpy.data.objects[object.name]) - else: + ### make particle duplicates, parent and select them + nodes_to_be_added = [] + if group[self.idx].use_include_particle_duplicates: + for i,object in enumerate(group[self.idx].nodes): + if bpy.data.objects[object.name].type != "EMPTY": + context.scene.objects.active = bpy.data.objects[object.name] bpy.data.objects[object.name].select = True + bpy.ops.object.duplicates_make_real() + for object in context.selected_objects: + nodes_to_be_added.append(object) + bpy.ops.object.parent_set(type="OBJECT", keep_transform=False) - else: # if object is not in the scene anymore it will be removed from the group - group[self.idx].nodes.remove(i) + for object in context.selected_objects: + object.select = False + bpy.data.objects[object.name].select = False + context.scene.objects.active = None + for object in nodes_to_be_added: + object.select = True + + ### select all other nodes from the group + for i,object in enumerate(group[self.idx].nodes): + if bpy.data.objects[object.name].type == "EMPTY": + self.convert_group_to_node(bpy.data.objects[object.name]) + else: + bpy.data.objects[object.name].select = True + bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, rotation=group[self.idx].apply_rot, scale=group[self.idx].apply_scale) bpy.ops.export_scene.dae(check_existing=True, filepath=path, filter_glob="*.dae", object_types=group[self.idx].object_types, use_export_selected=group[self.idx].use_export_selected, use_mesh_modifiers=group[self.idx].use_mesh_modifiers, use_tangent_arrays=group[self.idx].use_tangent_arrays, use_triangles=group[self.idx].use_triangles, use_copy_images=group[self.idx].use_copy_images, use_active_layers=group[self.idx].use_active_layers, use_exclude_ctrl_bones=group[self.idx].use_exclude_ctrl_bones, use_anim=group[self.idx].use_anim, use_anim_action_all=group[self.idx].use_anim_action_all, use_anim_skip_noexp=group[self.idx].use_anim_skip_noexp, use_anim_optimize=group[self.idx].use_anim_optimize, anim_optimize_precision=group[self.idx].anim_optimize_precision, use_metadata=group[self.idx].use_metadata) - self.report({'INFO'}, '"'+group[self.idx].name+'"' + " Group exported." ) msg = "Export Group "+group[self.idx].name + bpy.ops.ed.undo_push(message="") bpy.ops.ed.undo() bpy.ops.ed.undo_push(message=msg) + else: self.report({'INFO'}, "Define Export Name and Export Path." ) return{'FINISHED'} @@ -397,6 +431,7 @@ class godot_export_groups(bpy.types.PropertyGroup): anim_optimize_precision = FloatProperty(name="Precision",description=("Tolerence for comparing double keyframes (higher for greater accuracy)"),min=1, max=16,soft_min=1, soft_max=16,default=6.0) use_metadata = BoolProperty(name="Use Metadata",default=True,options={'HIDDEN'}) + use_include_particle_duplicates = BoolProperty(name="Include Particle Duplicates",default=True) def register(): bpy.utils.register_class(godot_export_manager) @@ -426,7 +461,7 @@ def unregister(): bpy.utils.unregister_class(export_group) bpy.utils.unregister_class(add_objects_to_group) bpy.utils.unregister_class(del_objects_from_group) - bpy.utils.unlregister_class(select_group_objects) + bpy.utils.unregister_class(select_group_objects) bpy.utils.unregister_class(UI_List_Godot) @persistent -- cgit v1.2.3