From fa74cae511070afb4edd87028ecbcffd5c7f6142 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Mon, 22 May 2023 16:55:39 +0100 Subject: [PATCH 01/12] Implemented creator, loader and extractor for Unreal Levels --- .../unreal/plugins/create/create_umap.py | 46 ++++++ .../hosts/unreal/plugins/load/load_umap.py | 140 ++++++++++++++++++ .../publish/collect_instance_members.py | 2 +- .../unreal/plugins/publish/extract_umap.py | 48 ++++++ 4 files changed, 235 insertions(+), 1 deletion(-) create mode 100644 openpype/hosts/unreal/plugins/create/create_umap.py create mode 100644 openpype/hosts/unreal/plugins/load/load_umap.py create mode 100644 openpype/hosts/unreal/plugins/publish/extract_umap.py diff --git a/openpype/hosts/unreal/plugins/create/create_umap.py b/openpype/hosts/unreal/plugins/create/create_umap.py new file mode 100644 index 0000000000..34aa8cdc00 --- /dev/null +++ b/openpype/hosts/unreal/plugins/create/create_umap.py @@ -0,0 +1,46 @@ +# -*- coding: utf-8 -*- +from pathlib import Path + +import unreal + +from openpype.pipeline import CreatorError +from openpype.hosts.unreal.api.plugin import ( + UnrealAssetCreator, +) + + +class CreateUMap(UnrealAssetCreator): + """Create Level.""" + + identifier = "io.ayon.creators.unreal.umap" + label = "Level" + family = "uasset" + icon = "cube" + + def create(self, subset_name, instance_data, pre_create_data): + if pre_create_data.get("use_selection"): + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + sel_objects = unreal.EditorUtilityLibrary.get_selected_assets() + selection = [a.get_path_name() for a in sel_objects] + + if len(selection) != 1: + raise CreatorError("Please select only one object.") + + obj = selection[0] + + asset = ar.get_asset_by_object_path(obj).get_asset() + sys_path = unreal.SystemLibrary.get_system_path(asset) + + if not sys_path: + raise CreatorError( + f"{Path(obj).name} is not on the disk. Likely it needs to" + "be saved first.") + + if Path(sys_path).suffix != ".umap": + raise CreatorError(f"{Path(sys_path).name} is not a Level.") + + super(CreateUMap, self).create( + subset_name, + instance_data, + pre_create_data) diff --git a/openpype/hosts/unreal/plugins/load/load_umap.py b/openpype/hosts/unreal/plugins/load/load_umap.py new file mode 100644 index 0000000000..f467fe6b3b --- /dev/null +++ b/openpype/hosts/unreal/plugins/load/load_umap.py @@ -0,0 +1,140 @@ +# -*- coding: utf-8 -*- +"""Load Level.""" +from pathlib import Path +import shutil + +from openpype.pipeline import ( + get_representation_path, + AYON_CONTAINER_ID +) +from openpype.hosts.unreal.api import plugin +from openpype.hosts.unreal.api import pipeline as unreal_pipeline +import unreal # noqa + + +class UMapLoader(plugin.Loader): + """Load Level.""" + + families = ["uasset"] + label = "Load Level" + representations = ["umap"] + icon = "cube" + color = "orange" + + def load(self, context, name, namespace, options): + """Load and containerise representation into Content Browser. + + Args: + context (dict): application context + name (str): subset name + namespace (str): in Unreal this is basically path to container. + This is not passed here, so namespace is set + by `containerise()` because only then we know + real path. + options (dict): Those would be data to be imprinted. This is not + used now, data are imprinted by `containerise()`. + + Returns: + list(str): list of container content + """ + + # Create directory for asset and Ayon container + root = "/Game/Ayon/Assets" + asset = context.get('asset').get('name') + suffix = "_CON" + asset_name = f"{asset}_{name}" if asset else f"{name}" + tools = unreal.AssetToolsHelpers().get_asset_tools() + asset_dir, container_name = tools.create_unique_asset_name( + f"{root}/{asset}/{name}", suffix="" + ) + + container_name += suffix + + unreal.EditorAssetLibrary.make_directory(asset_dir) + + destination_path = asset_dir.replace( + "/Game", + Path(unreal.Paths.project_content_dir()).as_posix(), + 1) + + shutil.copy(self.fname, f"{destination_path}/{name}.uasset") + + # Create Asset Container + unreal_pipeline.create_container( + container=container_name, path=asset_dir) + + data = { + "schema": "ayon:container-2.0", + "id": AYON_CONTAINER_ID, + "asset": asset, + "namespace": asset_dir, + "container_name": container_name, + "asset_name": asset_name, + "loader": str(self.__class__.__name__), + "representation": context["representation"]["_id"], + "parent": context["representation"]["parent"], + "family": context["representation"]["context"]["family"] + } + unreal_pipeline.imprint(f"{asset_dir}/{container_name}", data) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + return asset_content + + def update(self, container, representation): + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + asset_dir = container["namespace"] + name = representation["context"]["subset"] + + destination_path = asset_dir.replace( + "/Game", + Path(unreal.Paths.project_content_dir()).as_posix(), + 1) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=False, include_folder=True + ) + + for asset in asset_content: + obj = ar.get_asset_by_object_path(asset).get_asset() + if obj.get_class().get_name() != 'AyonAssetContainer': + unreal.EditorAssetLibrary.delete_asset(asset) + + update_filepath = get_representation_path(representation) + + shutil.copy(update_filepath, f"{destination_path}/{name}.umap") + + container_path = f'{container["namespace"]}/{container["objectName"]}' + # update metadata + unreal_pipeline.imprint( + container_path, + { + "representation": str(representation["_id"]), + "parent": str(representation["parent"]) + }) + + asset_content = unreal.EditorAssetLibrary.list_assets( + asset_dir, recursive=True, include_folder=True + ) + + for a in asset_content: + unreal.EditorAssetLibrary.save_asset(a) + + def remove(self, container): + path = container["namespace"] + parent_path = Path(path).parent.as_posix() + + unreal.EditorAssetLibrary.delete_directory(path) + + asset_content = unreal.EditorAssetLibrary.list_assets( + parent_path, recursive=False + ) + + if len(asset_content) == 0: + unreal.EditorAssetLibrary.delete_directory(parent_path) diff --git a/openpype/hosts/unreal/plugins/publish/collect_instance_members.py b/openpype/hosts/unreal/plugins/publish/collect_instance_members.py index 46ca51ab7e..de10e7b119 100644 --- a/openpype/hosts/unreal/plugins/publish/collect_instance_members.py +++ b/openpype/hosts/unreal/plugins/publish/collect_instance_members.py @@ -24,7 +24,7 @@ class CollectInstanceMembers(pyblish.api.InstancePlugin): ar = unreal.AssetRegistryHelpers.get_asset_registry() inst_path = instance.data.get('instance_path') - inst_name = instance.data.get('objectName') + inst_name = inst_path.split('/')[-1] pub_instance = ar.get_asset_by_object_path( f"{inst_path}.{inst_name}").get_asset() diff --git a/openpype/hosts/unreal/plugins/publish/extract_umap.py b/openpype/hosts/unreal/plugins/publish/extract_umap.py new file mode 100644 index 0000000000..3812834430 --- /dev/null +++ b/openpype/hosts/unreal/plugins/publish/extract_umap.py @@ -0,0 +1,48 @@ +from pathlib import Path +import shutil + +import unreal + +from openpype.pipeline import publish + + +class ExtractUMap(publish.Extractor): + """Extract a UMap.""" + + label = "Extract Level" + hosts = ["unreal"] + families = ["uasset"] + optional = True + + def process(self, instance): + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + self.log.info("Performing extraction..") + + staging_dir = self.staging_dir(instance) + filename = f"{instance.name}.umap" + + members = instance.data.get("members", []) + + if not members: + raise RuntimeError("No members found in instance.") + + # UAsset publishing supports only one member + obj = members[0] + + asset = ar.get_asset_by_object_path(obj).get_asset() + sys_path = unreal.SystemLibrary.get_system_path(asset) + filename = Path(sys_path).name + + shutil.copy(sys_path, staging_dir) + + if "representations" not in instance.data: + instance.data["representations"] = [] + + representation = { + 'name': 'umap', + 'ext': 'umap', + 'files': filename, + "stagingDir": staging_dir, + } + instance.data["representations"].append(representation) From 96a4edf8cb412906047be7435a742ec80e2f4b94 Mon Sep 17 00:00:00 2001 From: Jakub Jezek Date: Tue, 23 May 2023 23:02:52 +0200 Subject: [PATCH 02/12] Resolve: fixing the issue with no active timeline during bootstrap of loader --- openpype/hosts/resolve/api/lib.py | 32 ++++++++++++++++--- .../hosts/resolve/plugins/load/load_clip.py | 1 + 2 files changed, 29 insertions(+), 4 deletions(-) diff --git a/openpype/hosts/resolve/api/lib.py b/openpype/hosts/resolve/api/lib.py index b3ad20df39..1c33749a77 100644 --- a/openpype/hosts/resolve/api/lib.py +++ b/openpype/hosts/resolve/api/lib.py @@ -91,16 +91,39 @@ def get_current_project(): return self.project_manager.GetCurrentProject() -def get_current_timeline(new=False): +def get_current_timeline(any=False, new=False): + """Get current timeline object. + + Args: + any (bool, optional): return any even new if no timeline available. + Defaults to False. + new (bool, optional): return only new timeline. Defaults to False. + + Returns: + _type_: _description_ + """ # get current project project = get_current_project() + timeline = project.GetCurrentTimeline() + + # return current timeline only if it is not new + if timeline and not new: + return timeline + + # if any is True then return any timeline + if any: + timeline_count = project.GetTimelineCount() + if timeline_count == 0: + # if there is no timeline then create a new one + new = True + + # create new timeline if new is True if new: media_pool = project.GetMediaPool() new_timeline = media_pool.CreateEmptyTimeline(self.pype_timeline_name) project.SetCurrentTimeline(new_timeline) - - return project.GetCurrentTimeline() + return new_timeline def create_bin(name: str, root: object = None) -> object: @@ -312,7 +335,8 @@ def get_current_timeline_items( track_type = track_type or "video" selecting_color = selecting_color or "Chocolate" project = get_current_project() - timeline = get_current_timeline() + # make sure some timeline will be active with `any` argument + timeline = get_current_timeline(any=True) selected_clips = [] # get all tracks count filtered by track type diff --git a/openpype/hosts/resolve/plugins/load/load_clip.py b/openpype/hosts/resolve/plugins/load/load_clip.py index d30a7ea272..05bfb003d6 100644 --- a/openpype/hosts/resolve/plugins/load/load_clip.py +++ b/openpype/hosts/resolve/plugins/load/load_clip.py @@ -19,6 +19,7 @@ from openpype.lib.transcoding import ( IMAGE_EXTENSIONS ) + class LoadClip(plugin.TimelineItemLoader): """Load a subset to timeline as clip From d4212ef9918e805025fb93fdfdaf5b5fa82f2d7c Mon Sep 17 00:00:00 2001 From: Jakub Jezek Date: Wed, 24 May 2023 22:04:42 +0200 Subject: [PATCH 03/12] Return any timeline in case none is detected as active also adding in host test --- openpype/hosts/resolve/api/lib.py | 16 +++++++++------- .../utility_scripts/tests/testing_timeline_op.py | 13 +++++++++++++ 2 files changed, 22 insertions(+), 7 deletions(-) create mode 100644 openpype/hosts/resolve/utility_scripts/tests/testing_timeline_op.py diff --git a/openpype/hosts/resolve/api/lib.py b/openpype/hosts/resolve/api/lib.py index 1c33749a77..d42521200a 100644 --- a/openpype/hosts/resolve/api/lib.py +++ b/openpype/hosts/resolve/api/lib.py @@ -91,16 +91,16 @@ def get_current_project(): return self.project_manager.GetCurrentProject() -def get_current_timeline(any=False, new=False): +def get_current_timeline(new=False, get_any=False): """Get current timeline object. Args: - any (bool, optional): return any even new if no timeline available. - Defaults to False. new (bool, optional): return only new timeline. Defaults to False. + get_any (bool, optional): return any even new if no timeline available. + Defaults to False. Returns: - _type_: _description_ + object: resolve.Timeline """ # get current project project = get_current_project() @@ -111,12 +111,14 @@ def get_current_timeline(any=False, new=False): if timeline and not new: return timeline - # if any is True then return any timeline - if any: + # if get_any is True then return any timeline + if get_any: timeline_count = project.GetTimelineCount() if timeline_count == 0: # if there is no timeline then create a new one new = True + else: + return project.GetTimelineByIndex(1) # create new timeline if new is True if new: @@ -336,7 +338,7 @@ def get_current_timeline_items( selecting_color = selecting_color or "Chocolate" project = get_current_project() # make sure some timeline will be active with `any` argument - timeline = get_current_timeline(any=True) + timeline = get_current_timeline(get_any=True) selected_clips = [] # get all tracks count filtered by track type diff --git a/openpype/hosts/resolve/utility_scripts/tests/testing_timeline_op.py b/openpype/hosts/resolve/utility_scripts/tests/testing_timeline_op.py new file mode 100644 index 0000000000..8270496f64 --- /dev/null +++ b/openpype/hosts/resolve/utility_scripts/tests/testing_timeline_op.py @@ -0,0 +1,13 @@ +#! python3 +from openpype.pipeline import install_host +from openpype.hosts.resolve import api as bmdvr +from openpype.hosts.resolve.api.lib import get_current_project + +if __name__ == "__main__": + install_host(bmdvr) + project = get_current_project() + timeline_count = project.GetTimelineCount() + print(f"Timeline count: {timeline_count}") + timeline = project.GetTimelineByIndex(timeline_count) + print(f"Timeline name: {timeline.GetName()}") + print(timeline.GetTrackCount("video")) From 99a1be366e77db5549b294b8e37bb3089061cdd4 Mon Sep 17 00:00:00 2001 From: Jakub Jezek Date: Wed, 24 May 2023 22:19:46 +0200 Subject: [PATCH 04/12] nuke: callback for dirmapping is on demand --- openpype/hosts/nuke/api/pipeline.py | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/openpype/hosts/nuke/api/pipeline.py b/openpype/hosts/nuke/api/pipeline.py index d649ffae7f..75b0f80d21 100644 --- a/openpype/hosts/nuke/api/pipeline.py +++ b/openpype/hosts/nuke/api/pipeline.py @@ -151,6 +151,7 @@ class NukeHost( def add_nuke_callbacks(): """ Adding all available nuke callbacks """ + nuke_settings = get_current_project_settings()["nuke"] workfile_settings = WorkfileSettings() # Set context settings. nuke.addOnCreate( @@ -169,7 +170,10 @@ def add_nuke_callbacks(): # # set apply all workfile settings on script load and save nuke.addOnScriptLoad(WorkfileSettings().set_context_settings) - nuke.addFilenameFilter(dirmap_file_name_filter) + if nuke_settings["nuke-dirmap"]["enabled"]: + log.info("Added Nuke's dirmaping callback ...") + # Add dirmap for file paths. + nuke.addFilenameFilter(dirmap_file_name_filter) log.info("Added Nuke callbacks ...") From 318237ded65c42e04a61cc38ba91886c0becf7a4 Mon Sep 17 00:00:00 2001 From: Jakub Jezek Date: Thu, 25 May 2023 16:38:01 +0200 Subject: [PATCH 05/12] breaking get_current_timeline into more functions --- openpype/hosts/resolve/api/__init__.py | 4 ++ openpype/hosts/resolve/api/lib.py | 83 ++++++++++++++++---------- openpype/hosts/resolve/api/plugin.py | 5 +- 3 files changed, 59 insertions(+), 33 deletions(-) diff --git a/openpype/hosts/resolve/api/__init__.py b/openpype/hosts/resolve/api/__init__.py index 00a598548e..2b4546f8d6 100644 --- a/openpype/hosts/resolve/api/__init__.py +++ b/openpype/hosts/resolve/api/__init__.py @@ -24,6 +24,8 @@ from .lib import ( get_project_manager, get_current_project, get_current_timeline, + get_any_timeline, + get_new_timeline, create_bin, get_media_pool_item, create_media_pool_item, @@ -95,6 +97,8 @@ __all__ = [ "get_project_manager", "get_current_project", "get_current_timeline", + "get_any_timeline", + "get_new_timeline", "create_bin", "get_media_pool_item", "create_media_pool_item", diff --git a/openpype/hosts/resolve/api/lib.py b/openpype/hosts/resolve/api/lib.py index d42521200a..a44c527f13 100644 --- a/openpype/hosts/resolve/api/lib.py +++ b/openpype/hosts/resolve/api/lib.py @@ -15,6 +15,7 @@ log = Logger.get_logger(__name__) self = sys.modules[__name__] self.project_manager = None self.media_storage = None +self.current_project = None # OpenPype sequential rename variables self.rename_index = 0 @@ -85,47 +86,60 @@ def get_media_storage(): def get_current_project(): - # initialize project manager - get_project_manager() + """Get current project object. + """ + if not self.current_project: + self.current_project = get_project_manager().GetCurrentProject() - return self.project_manager.GetCurrentProject() + return self.current_project -def get_current_timeline(new=False, get_any=False): +def get_current_timeline(new=False): """Get current timeline object. Args: - new (bool, optional): return only new timeline. Defaults to False. - get_any (bool, optional): return any even new if no timeline available. - Defaults to False. + new (bool)[optional]: [DEPRECATED] if True it will create + new timeline if none exists + + Returns: + TODO: will need to reflect future `None` + object: resolve.Timeline + """ + project = get_current_project() + timeline = project.GetCurrentTimeline() + + # return current timeline if any + if timeline: + return timeline + + # TODO: [deprecated] and will be removed in future + if new: + return get_new_timeline() + + +def get_any_timeline(): + """Get any timeline object. + + Returns: + object | None: resolve.Timeline + """ + project = get_current_project() + timeline_count = project.GetTimelineCount() + if timeline_count > 0: + return project.GetTimelineByIndex(1) + + +def get_new_timeline(): + """Get new timeline object. Returns: object: resolve.Timeline """ - # get current project project = get_current_project() - - timeline = project.GetCurrentTimeline() - - # return current timeline only if it is not new - if timeline and not new: - return timeline - - # if get_any is True then return any timeline - if get_any: - timeline_count = project.GetTimelineCount() - if timeline_count == 0: - # if there is no timeline then create a new one - new = True - else: - return project.GetTimelineByIndex(1) - - # create new timeline if new is True - if new: - media_pool = project.GetMediaPool() - new_timeline = media_pool.CreateEmptyTimeline(self.pype_timeline_name) - project.SetCurrentTimeline(new_timeline) - return new_timeline + media_pool = project.GetMediaPool() + new_timeline = media_pool.CreateEmptyTimeline(self.pype_timeline_name) + project.SetCurrentTimeline(new_timeline) + return new_timeline def create_bin(name: str, root: object = None) -> object: @@ -337,8 +351,13 @@ def get_current_timeline_items( track_type = track_type or "video" selecting_color = selecting_color or "Chocolate" project = get_current_project() - # make sure some timeline will be active with `any` argument - timeline = get_current_timeline(get_any=True) + + # get timeline anyhow + timeline = ( + get_current_timeline() or + get_any_timeline() or + get_new_timeline() + ) selected_clips = [] # get all tracks count filtered by track type diff --git a/openpype/hosts/resolve/api/plugin.py b/openpype/hosts/resolve/api/plugin.py index 609cff60f7..e5846c2fc2 100644 --- a/openpype/hosts/resolve/api/plugin.py +++ b/openpype/hosts/resolve/api/plugin.py @@ -327,7 +327,10 @@ class ClipLoader: self.active_timeline = options["timeline"] else: # create new sequence - self.active_timeline = lib.get_current_timeline(new=True) + self.active_timeline = ( + lib.get_current_timeline() or + lib.get_new_timeline() + ) else: self.active_timeline = lib.get_current_timeline() From c61dd1b24775c6438e3ba5844f5159ef1349b66a Mon Sep 17 00:00:00 2001 From: Jakub Jezek Date: Thu, 25 May 2023 17:18:23 +0200 Subject: [PATCH 06/12] utility scripts cosmetics only copy test and develop scripts if developer --- .../{__OpenPype__Menu__.py => OpenPype__Menu.py} | 0 openpype/hosts/resolve/utility_scripts/README.markdown | 1 - .../resolve/utility_scripts/{ => develop}/OTIO_export.py | 0 .../resolve/utility_scripts/{ => develop}/OTIO_import.py | 0 .../{ => develop}/OpenPype_sync_util_scripts.py | 0 openpype/hosts/resolve/utils.py | 9 ++++++++- 6 files changed, 8 insertions(+), 2 deletions(-) rename openpype/hosts/resolve/utility_scripts/{__OpenPype__Menu__.py => OpenPype__Menu.py} (100%) delete mode 100644 openpype/hosts/resolve/utility_scripts/README.markdown rename openpype/hosts/resolve/utility_scripts/{ => develop}/OTIO_export.py (100%) rename openpype/hosts/resolve/utility_scripts/{ => develop}/OTIO_import.py (100%) rename openpype/hosts/resolve/utility_scripts/{ => develop}/OpenPype_sync_util_scripts.py (100%) diff --git a/openpype/hosts/resolve/utility_scripts/__OpenPype__Menu__.py b/openpype/hosts/resolve/utility_scripts/OpenPype__Menu.py similarity index 100% rename from openpype/hosts/resolve/utility_scripts/__OpenPype__Menu__.py rename to openpype/hosts/resolve/utility_scripts/OpenPype__Menu.py diff --git a/openpype/hosts/resolve/utility_scripts/README.markdown b/openpype/hosts/resolve/utility_scripts/README.markdown deleted file mode 100644 index 8b13789179..0000000000 --- a/openpype/hosts/resolve/utility_scripts/README.markdown +++ /dev/null @@ -1 +0,0 @@ - diff --git a/openpype/hosts/resolve/utility_scripts/OTIO_export.py b/openpype/hosts/resolve/utility_scripts/develop/OTIO_export.py similarity index 100% rename from openpype/hosts/resolve/utility_scripts/OTIO_export.py rename to openpype/hosts/resolve/utility_scripts/develop/OTIO_export.py diff --git a/openpype/hosts/resolve/utility_scripts/OTIO_import.py b/openpype/hosts/resolve/utility_scripts/develop/OTIO_import.py similarity index 100% rename from openpype/hosts/resolve/utility_scripts/OTIO_import.py rename to openpype/hosts/resolve/utility_scripts/develop/OTIO_import.py diff --git a/openpype/hosts/resolve/utility_scripts/OpenPype_sync_util_scripts.py b/openpype/hosts/resolve/utility_scripts/develop/OpenPype_sync_util_scripts.py similarity index 100% rename from openpype/hosts/resolve/utility_scripts/OpenPype_sync_util_scripts.py rename to openpype/hosts/resolve/utility_scripts/develop/OpenPype_sync_util_scripts.py diff --git a/openpype/hosts/resolve/utils.py b/openpype/hosts/resolve/utils.py index 8e5dd9a188..9a161f4865 100644 --- a/openpype/hosts/resolve/utils.py +++ b/openpype/hosts/resolve/utils.py @@ -1,6 +1,6 @@ import os import shutil -from openpype.lib import Logger +from openpype.lib import Logger, is_running_from_build RESOLVE_ROOT_DIR = os.path.dirname(os.path.abspath(__file__)) @@ -41,6 +41,13 @@ def setup(env): # copy scripts into Resolve's utility scripts dir for directory, scripts in scripts.items(): for script in scripts: + if ( + is_running_from_build() and + script in ["tests", "develop"] + ): + # only copy those if started from build + continue + src = os.path.join(directory, script) dst = os.path.join(util_scripts_dir, script) log.info("Copying `{}` to `{}`...".format(src, dst)) From 9f7f22961b6b30c256c7a60d8f16ea18058e1a62 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 26 May 2023 10:43:54 +0100 Subject: [PATCH 07/12] Improved implementation of UMap to use UAsset base code --- .../unreal/plugins/create/create_uasset.py | 24 ++- .../unreal/plugins/create/create_umap.py | 46 ------ .../hosts/unreal/plugins/load/load_uasset.py | 28 ++-- .../hosts/unreal/plugins/load/load_umap.py | 140 ------------------ .../unreal/plugins/publish/extract_uasset.py | 15 +- .../unreal/plugins/publish/extract_umap.py | 48 ------ 6 files changed, 49 insertions(+), 252 deletions(-) delete mode 100644 openpype/hosts/unreal/plugins/create/create_umap.py delete mode 100644 openpype/hosts/unreal/plugins/load/load_umap.py delete mode 100644 openpype/hosts/unreal/plugins/publish/extract_umap.py diff --git a/openpype/hosts/unreal/plugins/create/create_uasset.py b/openpype/hosts/unreal/plugins/create/create_uasset.py index c78518e86b..f70ecc55b3 100644 --- a/openpype/hosts/unreal/plugins/create/create_uasset.py +++ b/openpype/hosts/unreal/plugins/create/create_uasset.py @@ -17,6 +17,8 @@ class CreateUAsset(UnrealAssetCreator): family = "uasset" icon = "cube" + extension = ".uasset" + def create(self, subset_name, instance_data, pre_create_data): if pre_create_data.get("use_selection"): ar = unreal.AssetRegistryHelpers.get_asset_registry() @@ -37,10 +39,28 @@ class CreateUAsset(UnrealAssetCreator): f"{Path(obj).name} is not on the disk. Likely it needs to" "be saved first.") - if Path(sys_path).suffix != ".uasset": - raise CreatorError(f"{Path(sys_path).name} is not a UAsset.") + if Path(sys_path).suffix != self.extension: + raise CreatorError( + f"{Path(sys_path).name} is not a {self.label}.") super(CreateUAsset, self).create( subset_name, instance_data, pre_create_data) + + +class CreateUMap(CreateUAsset): + """Create Level.""" + + identifier = "io.ayon.creators.unreal.umap" + label = "Level" + family = "uasset" + extension = ".umap" + + def create(self, subset_name, instance_data, pre_create_data): + instance_data["families"] = ["umap"] + + super(CreateUMap, self).create( + subset_name, + instance_data, + pre_create_data) diff --git a/openpype/hosts/unreal/plugins/create/create_umap.py b/openpype/hosts/unreal/plugins/create/create_umap.py deleted file mode 100644 index 34aa8cdc00..0000000000 --- a/openpype/hosts/unreal/plugins/create/create_umap.py +++ /dev/null @@ -1,46 +0,0 @@ -# -*- coding: utf-8 -*- -from pathlib import Path - -import unreal - -from openpype.pipeline import CreatorError -from openpype.hosts.unreal.api.plugin import ( - UnrealAssetCreator, -) - - -class CreateUMap(UnrealAssetCreator): - """Create Level.""" - - identifier = "io.ayon.creators.unreal.umap" - label = "Level" - family = "uasset" - icon = "cube" - - def create(self, subset_name, instance_data, pre_create_data): - if pre_create_data.get("use_selection"): - ar = unreal.AssetRegistryHelpers.get_asset_registry() - - sel_objects = unreal.EditorUtilityLibrary.get_selected_assets() - selection = [a.get_path_name() for a in sel_objects] - - if len(selection) != 1: - raise CreatorError("Please select only one object.") - - obj = selection[0] - - asset = ar.get_asset_by_object_path(obj).get_asset() - sys_path = unreal.SystemLibrary.get_system_path(asset) - - if not sys_path: - raise CreatorError( - f"{Path(obj).name} is not on the disk. Likely it needs to" - "be saved first.") - - if Path(sys_path).suffix != ".umap": - raise CreatorError(f"{Path(sys_path).name} is not a Level.") - - super(CreateUMap, self).create( - subset_name, - instance_data, - pre_create_data) diff --git a/openpype/hosts/unreal/plugins/load/load_uasset.py b/openpype/hosts/unreal/plugins/load/load_uasset.py index 7606bc14e4..44c87593e9 100644 --- a/openpype/hosts/unreal/plugins/load/load_uasset.py +++ b/openpype/hosts/unreal/plugins/load/load_uasset.py @@ -21,6 +21,8 @@ class UAssetLoader(plugin.Loader): icon = "cube" color = "orange" + extension = "uasset" + def load(self, context, name, namespace, options): """Load and containerise representation into Content Browser. @@ -42,11 +44,7 @@ class UAssetLoader(plugin.Loader): root = "/Game/Ayon/Assets" asset = context.get('asset').get('name') suffix = "_CON" - if asset: - asset_name = "{}_{}".format(asset, name) - else: - asset_name = "{}".format(name) - + asset_name = f"{asset}_{name}" if asset else f"{name}" tools = unreal.AssetToolsHelpers().get_asset_tools() asset_dir, container_name = tools.create_unique_asset_name( f"{root}/{asset}/{name}", suffix="" @@ -61,7 +59,7 @@ class UAssetLoader(plugin.Loader): Path(unreal.Paths.project_content_dir()).as_posix(), 1) - shutil.copy(self.fname, f"{destination_path}/{name}.uasset") + shutil.copy(self.fname, f"{destination_path}/{name}.{self.extension}") # Create Asset Container unreal_pipeline.create_container( @@ -107,15 +105,15 @@ class UAssetLoader(plugin.Loader): for asset in asset_content: obj = ar.get_asset_by_object_path(asset).get_asset() - if not obj.get_class().get_name() == 'AyonAssetContainer': + if obj.get_class().get_name() != 'AyonAssetContainer': unreal.EditorAssetLibrary.delete_asset(asset) update_filepath = get_representation_path(representation) - shutil.copy(update_filepath, f"{destination_path}/{name}.uasset") + shutil.copy( + update_filepath, f"{destination_path}/{name}.{self.extension}") - container_path = "{}/{}".format(container["namespace"], - container["objectName"]) + container_path = f'{container["namespace"]}/{container["objectName"]}' # update metadata unreal_pipeline.imprint( container_path, @@ -143,3 +141,13 @@ class UAssetLoader(plugin.Loader): if len(asset_content) == 0: unreal.EditorAssetLibrary.delete_directory(parent_path) + + +class UMapLoader(UAssetLoader): + """Load Level.""" + + families = ["uasset"] + label = "Load Level" + representations = ["umap"] + + extension = "umap" diff --git a/openpype/hosts/unreal/plugins/load/load_umap.py b/openpype/hosts/unreal/plugins/load/load_umap.py deleted file mode 100644 index f467fe6b3b..0000000000 --- a/openpype/hosts/unreal/plugins/load/load_umap.py +++ /dev/null @@ -1,140 +0,0 @@ -# -*- coding: utf-8 -*- -"""Load Level.""" -from pathlib import Path -import shutil - -from openpype.pipeline import ( - get_representation_path, - AYON_CONTAINER_ID -) -from openpype.hosts.unreal.api import plugin -from openpype.hosts.unreal.api import pipeline as unreal_pipeline -import unreal # noqa - - -class UMapLoader(plugin.Loader): - """Load Level.""" - - families = ["uasset"] - label = "Load Level" - representations = ["umap"] - icon = "cube" - color = "orange" - - def load(self, context, name, namespace, options): - """Load and containerise representation into Content Browser. - - Args: - context (dict): application context - name (str): subset name - namespace (str): in Unreal this is basically path to container. - This is not passed here, so namespace is set - by `containerise()` because only then we know - real path. - options (dict): Those would be data to be imprinted. This is not - used now, data are imprinted by `containerise()`. - - Returns: - list(str): list of container content - """ - - # Create directory for asset and Ayon container - root = "/Game/Ayon/Assets" - asset = context.get('asset').get('name') - suffix = "_CON" - asset_name = f"{asset}_{name}" if asset else f"{name}" - tools = unreal.AssetToolsHelpers().get_asset_tools() - asset_dir, container_name = tools.create_unique_asset_name( - f"{root}/{asset}/{name}", suffix="" - ) - - container_name += suffix - - unreal.EditorAssetLibrary.make_directory(asset_dir) - - destination_path = asset_dir.replace( - "/Game", - Path(unreal.Paths.project_content_dir()).as_posix(), - 1) - - shutil.copy(self.fname, f"{destination_path}/{name}.uasset") - - # Create Asset Container - unreal_pipeline.create_container( - container=container_name, path=asset_dir) - - data = { - "schema": "ayon:container-2.0", - "id": AYON_CONTAINER_ID, - "asset": asset, - "namespace": asset_dir, - "container_name": container_name, - "asset_name": asset_name, - "loader": str(self.__class__.__name__), - "representation": context["representation"]["_id"], - "parent": context["representation"]["parent"], - "family": context["representation"]["context"]["family"] - } - unreal_pipeline.imprint(f"{asset_dir}/{container_name}", data) - - asset_content = unreal.EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=True - ) - - for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) - - return asset_content - - def update(self, container, representation): - ar = unreal.AssetRegistryHelpers.get_asset_registry() - - asset_dir = container["namespace"] - name = representation["context"]["subset"] - - destination_path = asset_dir.replace( - "/Game", - Path(unreal.Paths.project_content_dir()).as_posix(), - 1) - - asset_content = unreal.EditorAssetLibrary.list_assets( - asset_dir, recursive=False, include_folder=True - ) - - for asset in asset_content: - obj = ar.get_asset_by_object_path(asset).get_asset() - if obj.get_class().get_name() != 'AyonAssetContainer': - unreal.EditorAssetLibrary.delete_asset(asset) - - update_filepath = get_representation_path(representation) - - shutil.copy(update_filepath, f"{destination_path}/{name}.umap") - - container_path = f'{container["namespace"]}/{container["objectName"]}' - # update metadata - unreal_pipeline.imprint( - container_path, - { - "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) - - asset_content = unreal.EditorAssetLibrary.list_assets( - asset_dir, recursive=True, include_folder=True - ) - - for a in asset_content: - unreal.EditorAssetLibrary.save_asset(a) - - def remove(self, container): - path = container["namespace"] - parent_path = Path(path).parent.as_posix() - - unreal.EditorAssetLibrary.delete_directory(path) - - asset_content = unreal.EditorAssetLibrary.list_assets( - parent_path, recursive=False - ) - - if len(asset_content) == 0: - unreal.EditorAssetLibrary.delete_directory(parent_path) diff --git a/openpype/hosts/unreal/plugins/publish/extract_uasset.py b/openpype/hosts/unreal/plugins/publish/extract_uasset.py index f719df2a82..48b62faa97 100644 --- a/openpype/hosts/unreal/plugins/publish/extract_uasset.py +++ b/openpype/hosts/unreal/plugins/publish/extract_uasset.py @@ -11,16 +11,17 @@ class ExtractUAsset(publish.Extractor): label = "Extract UAsset" hosts = ["unreal"] - families = ["uasset"] + families = ["uasset", "umap"] optional = True def process(self, instance): + extension = ( + "umap" if "umap" in instance.data.get("families") else "uasset") ar = unreal.AssetRegistryHelpers.get_asset_registry() self.log.info("Performing extraction..") - staging_dir = self.staging_dir(instance) - filename = "{}.uasset".format(instance.name) + filename = f"{instance.name}.{extension}" members = instance.data.get("members", []) @@ -36,13 +37,15 @@ class ExtractUAsset(publish.Extractor): shutil.copy(sys_path, staging_dir) + self.log.info(f"instance.data: {instance.data}") + if "representations" not in instance.data: instance.data["representations"] = [] representation = { - 'name': 'uasset', - 'ext': 'uasset', - 'files': filename, + "name": extension, + "ext": extension, + "files": filename, "stagingDir": staging_dir, } instance.data["representations"].append(representation) diff --git a/openpype/hosts/unreal/plugins/publish/extract_umap.py b/openpype/hosts/unreal/plugins/publish/extract_umap.py deleted file mode 100644 index 3812834430..0000000000 --- a/openpype/hosts/unreal/plugins/publish/extract_umap.py +++ /dev/null @@ -1,48 +0,0 @@ -from pathlib import Path -import shutil - -import unreal - -from openpype.pipeline import publish - - -class ExtractUMap(publish.Extractor): - """Extract a UMap.""" - - label = "Extract Level" - hosts = ["unreal"] - families = ["uasset"] - optional = True - - def process(self, instance): - ar = unreal.AssetRegistryHelpers.get_asset_registry() - - self.log.info("Performing extraction..") - - staging_dir = self.staging_dir(instance) - filename = f"{instance.name}.umap" - - members = instance.data.get("members", []) - - if not members: - raise RuntimeError("No members found in instance.") - - # UAsset publishing supports only one member - obj = members[0] - - asset = ar.get_asset_by_object_path(obj).get_asset() - sys_path = unreal.SystemLibrary.get_system_path(asset) - filename = Path(sys_path).name - - shutil.copy(sys_path, staging_dir) - - if "representations" not in instance.data: - instance.data["representations"] = [] - - representation = { - 'name': 'umap', - 'ext': 'umap', - 'files': filename, - "stagingDir": staging_dir, - } - instance.data["representations"].append(representation) From 5f98c278361d9354565261174e51b43b5acaffa9 Mon Sep 17 00:00:00 2001 From: Jakub Trllo <43494761+iLLiCiTiT@users.noreply.github.com> Date: Fri, 26 May 2023 12:00:09 +0200 Subject: [PATCH 08/12] apply settings on publish plugins can expect only project settings (#5037) --- openpype/pipeline/publish/lib.py | 21 ++++++++++++++++++--- 1 file changed, 18 insertions(+), 3 deletions(-) diff --git a/openpype/pipeline/publish/lib.py b/openpype/pipeline/publish/lib.py index e87b865dce..f228709b3b 100644 --- a/openpype/pipeline/publish/lib.py +++ b/openpype/pipeline/publish/lib.py @@ -12,7 +12,8 @@ import pyblish.api from openpype.lib import ( Logger, import_filepath, - filter_profiles + filter_profiles, + is_func_signature_supported, ) from openpype.settings import ( get_project_settings, @@ -498,12 +499,26 @@ def filter_pyblish_plugins(plugins): # iterate over plugins for plugin in plugins[:]: # Apply settings to plugins - if hasattr(plugin, "apply_settings"): + + apply_settings_func = getattr(plugin, "apply_settings", None) + if apply_settings_func is not None: # Use classmethod 'apply_settings' # - can be used to target settings from custom settings place # - skip default behavior when successful try: - plugin.apply_settings(project_settings, system_settings) + # Support to pass only project settings + # - make sure that both settings are passed, when can be + # - that covers cases when *args are in method parameters + both_supported = is_func_signature_supported( + apply_settings_func, project_settings, system_settings + ) + project_supported = is_func_signature_supported( + apply_settings_func, project_settings + ) + if not both_supported and project_supported: + plugin.apply_settings(project_settings) + else: + plugin.apply_settings(project_settings, system_settings) except Exception: log.warning( From 905c3dbd249bce6c7d229e10466b3035aa2a6d40 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 26 May 2023 12:01:36 +0100 Subject: [PATCH 09/12] Fix problem when trying to load the same level multiple times --- .../hosts/unreal/plugins/load/load_uasset.py | 35 ++++++++++++------- 1 file changed, 22 insertions(+), 13 deletions(-) diff --git a/openpype/hosts/unreal/plugins/load/load_uasset.py b/openpype/hosts/unreal/plugins/load/load_uasset.py index 44c87593e9..30f63abe39 100644 --- a/openpype/hosts/unreal/plugins/load/load_uasset.py +++ b/openpype/hosts/unreal/plugins/load/load_uasset.py @@ -50,16 +50,23 @@ class UAssetLoader(plugin.Loader): f"{root}/{asset}/{name}", suffix="" ) - container_name += suffix + unique_number = 1 + while unreal.EditorAssetLibrary.does_directory_exist( + f"{asset_dir}_{unique_number:02}" + ): + unique_number += 1 + + asset_dir = f"{asset_dir}_{unique_number:02}" + container_name = f"{container_name}_{unique_number:02}{suffix}" unreal.EditorAssetLibrary.make_directory(asset_dir) destination_path = asset_dir.replace( - "/Game", - Path(unreal.Paths.project_content_dir()).as_posix(), - 1) + "/Game", Path(unreal.Paths.project_content_dir()).as_posix(), 1) - shutil.copy(self.fname, f"{destination_path}/{name}.{self.extension}") + shutil.copy( + self.fname, + f"{destination_path}/{name}_{unique_number:02}.{self.extension}") # Create Asset Container unreal_pipeline.create_container( @@ -75,7 +82,7 @@ class UAssetLoader(plugin.Loader): "loader": str(self.__class__.__name__), "representation": context["representation"]["_id"], "parent": context["representation"]["parent"], - "family": context["representation"]["context"]["family"] + "family": context["representation"]["context"]["family"], } unreal_pipeline.imprint(f"{asset_dir}/{container_name}", data) @@ -94,10 +101,10 @@ class UAssetLoader(plugin.Loader): asset_dir = container["namespace"] name = representation["context"]["subset"] + unique_number = container["container_name"].split("_")[-2] + destination_path = asset_dir.replace( - "/Game", - Path(unreal.Paths.project_content_dir()).as_posix(), - 1) + "/Game", Path(unreal.Paths.project_content_dir()).as_posix(), 1) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=False, include_folder=True @@ -105,13 +112,14 @@ class UAssetLoader(plugin.Loader): for asset in asset_content: obj = ar.get_asset_by_object_path(asset).get_asset() - if obj.get_class().get_name() != 'AyonAssetContainer': + if obj.get_class().get_name() != "AyonAssetContainer": unreal.EditorAssetLibrary.delete_asset(asset) update_filepath = get_representation_path(representation) shutil.copy( - update_filepath, f"{destination_path}/{name}.{self.extension}") + update_filepath, + f"{destination_path}/{name}_{unique_number}.{self.extension}") container_path = f'{container["namespace"]}/{container["objectName"]}' # update metadata @@ -119,8 +127,9 @@ class UAssetLoader(plugin.Loader): container_path, { "representation": str(representation["_id"]), - "parent": str(representation["parent"]) - }) + "parent": str(representation["parent"]), + } + ) asset_content = unreal.EditorAssetLibrary.list_assets( asset_dir, recursive=True, include_folder=True From 6843ae85321ae617dfea564086c5d58fa34f7daf Mon Sep 17 00:00:00 2001 From: Jakub Trllo <43494761+iLLiCiTiT@users.noreply.github.com> Date: Fri, 26 May 2023 14:44:47 +0200 Subject: [PATCH 10/12] General: Small code cleanups (#5034) * make sure the message type is set and unset correctly * Update dummy data in readme * remove debug message from main thread callbacks * removed unused import * cleanup code in muster addon * simplified 'get_publish_instance_label' function * even better json file handling Co-authored-by: Roy Nieterau --------- Co-authored-by: Roy Nieterau --- openpype/modules/ftrack/tray/login_dialog.py | 2 -- openpype/modules/muster/muster.py | 14 +++++-------- openpype/pipeline/publish/lib.py | 21 ++++++-------------- openpype/tools/utils/lib.py | 1 - openpype/tools/utils/overlay_messages.py | 3 +-- tests/README.md | 18 ++++++++--------- 6 files changed, 20 insertions(+), 39 deletions(-) diff --git a/openpype/modules/ftrack/tray/login_dialog.py b/openpype/modules/ftrack/tray/login_dialog.py index f374a71178..a8abdaf191 100644 --- a/openpype/modules/ftrack/tray/login_dialog.py +++ b/openpype/modules/ftrack/tray/login_dialog.py @@ -1,5 +1,3 @@ -import os - import requests from qtpy import QtCore, QtGui, QtWidgets diff --git a/openpype/modules/muster/muster.py b/openpype/modules/muster/muster.py index 77b9214a5a..0cdb1230c8 100644 --- a/openpype/modules/muster/muster.py +++ b/openpype/modules/muster/muster.py @@ -1,7 +1,9 @@ import os import json + import appdirs import requests + from openpype.modules import OpenPypeModule, ITrayModule @@ -110,16 +112,10 @@ class MusterModule(OpenPypeModule, ITrayModule): self.save_credentials(token) def save_credentials(self, token): - """ - Save credentials to JSON file - """ - data = { - 'token': token - } + """Save credentials to JSON file.""" - file = open(self.cred_path, 'w') - file.write(json.dumps(data)) - file.close() + with open(self.cred_path, "w") as f: + json.dump({'token': token}, f) def show_login(self): """ diff --git a/openpype/pipeline/publish/lib.py b/openpype/pipeline/publish/lib.py index f228709b3b..471be5ddb8 100644 --- a/openpype/pipeline/publish/lib.py +++ b/openpype/pipeline/publish/lib.py @@ -31,8 +31,6 @@ from .contants import ( TRANSIENT_DIR_TEMPLATE ) -_ARG_PLACEHOLDER = object() - def get_template_name_profiles( project_name, project_settings=None, logger=None @@ -885,31 +883,24 @@ def add_repre_files_for_cleanup(instance, repre): instance.context.data["cleanupFullPaths"].append(expected_file) -def get_publish_instance_label(instance, default=_ARG_PLACEHOLDER): +def get_publish_instance_label(instance): """Try to get label from pyblish instance. - First are checked 'label' and 'name' keys in instance data. If are not set - a default value is returned. Instance object is converted to string - if default value is not specific. + First are used values in instance data under 'label' and 'name' keys. Then + is used string conversion of instance object -> 'instance._name'. Todos: Maybe 'subset' key could be used too. Args: instance (pyblish.api.Instance): Pyblish instance. - default (Optional[Any]): Default value to return if any Returns: - Union[Any]: Instance label or default label. + str: Instance label. """ - label = ( + return ( instance.data.get("label") or instance.data.get("name") + or str(instance) ) - if label: - return label - - if default is _ARG_PLACEHOLDER: - return str(instance) - return default diff --git a/openpype/tools/utils/lib.py b/openpype/tools/utils/lib.py index 950c782727..58ece7c68f 100644 --- a/openpype/tools/utils/lib.py +++ b/openpype/tools/utils/lib.py @@ -872,7 +872,6 @@ class WrappedCallbackItem: self.log.warning("- item is already processed") return - self.log.debug("Running callback: {}".format(str(self._callback))) try: result = self._callback(*self._args, **self._kwargs) self._result = result diff --git a/openpype/tools/utils/overlay_messages.py b/openpype/tools/utils/overlay_messages.py index 180d7eae97..4da266bcf7 100644 --- a/openpype/tools/utils/overlay_messages.py +++ b/openpype/tools/utils/overlay_messages.py @@ -127,8 +127,7 @@ class OverlayMessageWidget(QtWidgets.QFrame): if timeout: self._timeout_timer.setInterval(timeout) - if message_type: - set_style_property(self, "type", message_type) + set_style_property(self, "type", message_type) self._timeout_timer.start() diff --git a/tests/README.md b/tests/README.md index d36b6534f8..20847b2449 100644 --- a/tests/README.md +++ b/tests/README.md @@ -15,16 +15,16 @@ Structure: - openpype/modules/MODULE_NAME - structure follow directory structure in code base - fixture - sample data `(MongoDB dumps, test files etc.)` - `tests.py` - single or more pytest files for MODULE_NAME -- unit - quick unit test - - MODULE_NAME +- unit - quick unit test + - MODULE_NAME - fixture - `tests.py` - + How to run: ---------- - use Openpype command 'runtests' from command line (`.venv` in ${OPENPYPE_ROOT} must be activated to use configured Python!) -- `python ${OPENPYPE_ROOT}/start.py runtests` - + By default, this command will run all tests in ${OPENPYPE_ROOT}/tests. Specific location could be provided to this command as an argument, either as absolute path, or relative path to ${OPENPYPE_ROOT}. @@ -41,17 +41,15 @@ In some cases your tests might be so localized, that you don't care about all en In that case you might add this dummy configuration BEFORE any imports in your test file ``` import os -os.environ["AVALON_MONGO"] = "mongodb://localhost:27017" +os.environ["OPENPYPE_DEBUG"] = "1" os.environ["OPENPYPE_MONGO"] = "mongodb://localhost:27017" -os.environ["AVALON_DB"] = "avalon" os.environ["OPENPYPE_DATABASE_NAME"] = "openpype" -os.environ["AVALON_TIMEOUT"] = '3000' -os.environ["OPENPYPE_DEBUG"] = "3" -os.environ["AVALON_CONFIG"] = "pype" +os.environ["AVALON_DB"] = "avalon" +os.environ["AVALON_TIMEOUT"] = "3000" os.environ["AVALON_ASSET"] = "Asset" os.environ["AVALON_PROJECT"] = "test_project" ``` (AVALON_ASSET and AVALON_PROJECT values should exist in your environment) This might be enough to run your test file separately. Do not commit this skeleton though. -Use only when you know what you are doing! \ No newline at end of file +Use only when you know what you are doing! From eb9d8942460f3640c9aeabd63e8fdd45d2e2e955 Mon Sep 17 00:00:00 2001 From: Ynbot Date: Sat, 27 May 2023 03:25:05 +0000 Subject: [PATCH 11/12] [Automated] Bump version --- openpype/version.py | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/openpype/version.py b/openpype/version.py index 342bbfc85a..c24388b2ff 100644 --- a/openpype/version.py +++ b/openpype/version.py @@ -1,3 +1,3 @@ # -*- coding: utf-8 -*- """Package declaring Pype version.""" -__version__ = "3.15.8" +__version__ = "3.15.9-nightly.1" From f8cb017e90490b80fb6f6470db685090a23e7211 Mon Sep 17 00:00:00 2001 From: "github-actions[bot]" Date: Sat, 27 May 2023 03:25:45 +0000 Subject: [PATCH 12/12] chore(): update bug report / version --- .github/ISSUE_TEMPLATE/bug_report.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/ISSUE_TEMPLATE/bug_report.yml b/.github/ISSUE_TEMPLATE/bug_report.yml index 4d7d06a2c8..54a4ee6ac0 100644 --- a/.github/ISSUE_TEMPLATE/bug_report.yml +++ b/.github/ISSUE_TEMPLATE/bug_report.yml @@ -35,6 +35,7 @@ body: label: Version description: What version are you running? Look to OpenPype Tray options: + - 3.15.9-nightly.1 - 3.15.8 - 3.15.8-nightly.3 - 3.15.8-nightly.2 @@ -134,7 +135,6 @@ body: - 3.14.2-nightly.5 - 3.14.2-nightly.4 - 3.14.2-nightly.3 - - 3.14.2-nightly.2 validations: required: true - type: dropdown