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Merge remote-tracking branch 'upstream/master' into main
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gillesvink committed Aug 2, 2021
2 parents d3fc095 + ab9f673 commit 219eaf2
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -8,4 +8,4 @@ Dit is een fork van de originele [tk-multi-breakdown](https://github.com/shotgun

>English
This is a fork of the original [tk-multi-breakdown](https://github.com/shotgunsoftware/tk-multi-breakdown) app. This app implements the possibility to update publishes in your current work file from Shotgun.
This is a fork of the original [tk-multi-breakdown](https://github.com/shotgunsoftware/tk-multi-breakdown) app. This app implements the possibility to update publishes in your current work file from Shotgun.
4 changes: 2 additions & 2 deletions hooks/tk-mari_scene_operations.py
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Expand Up @@ -111,7 +111,7 @@ def _update_geometry_items(self, items):
self.parent.sgtk, all_paths, fields=fields
)
except TankError as e:
raise TankError("Failed to query publishes from Shotgun: %s" % e)
raise TankError("Failed to query publishes from ShotGrid: %s" % e)

# now we have all the info we need to update geometry:
for item in items:
Expand All @@ -122,7 +122,7 @@ def _update_geometry_items(self, items):
sg_publish_data = found_publishes.get(publish_path)
if not sg_publish_data:
raise TankError(
"Failed to find Shotgun publish record for '%s'" % publish_path
"Failed to find SG publish record for '%s'" % publish_path
)

# find geo in project:
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8 changes: 5 additions & 3 deletions hooks/tk-maya_scene_operations.py
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Expand Up @@ -44,12 +44,14 @@ def scan_scene(self):
refs = []

# first let's look at maya references
for ref in cmds.file(q=1, reference=1):
node_name = cmds.referenceQuery(ref, referenceNode=1)
for ref in cmds.file(q=True, reference=True):
node_name = cmds.referenceQuery(ref, referenceNode=True)

# get the path and make it platform dependent
# (maya uses C:/style/paths)
maya_path = ref.replace("/", os.path.sep)
maya_path = cmds.referenceQuery(
ref, filename=True, withoutCopyNumber=True
).replace("/", os.path.sep)
refs.append({"node": node_name, "type": "reference", "path": maya_path})

# now look at file texture nodes
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2 changes: 1 addition & 1 deletion info.yml
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Expand Up @@ -48,5 +48,5 @@ supported_engines:

# the frameworks required to run this app
frameworks:
- {"name": "tk-framework-widget", "version": "v0.2.x"}
- {"name": "tk-framework-widget", "version": "v1.x.x"}
- {"name": "tk-framework-shotgunutils", "version": "v5.x.x", "minimum_version": "v5.2.1"}
4 changes: 2 additions & 2 deletions python/tk_multi_breakdown/scene_browser.py
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Expand Up @@ -48,10 +48,10 @@ def set_app(self, app):
browser_widget.BrowserWidget.set_app(self, app)
# For some reason connecting the worker signal directly to the child items' slots causes a
# segmentation fault when there are many items. But re-emitting a local signal works fine
self._worker.work_completed.connect(
self._worker.notifier.work_completed.connect(
lambda uid, data: self._item_work_completed.emit(uid, data)
)
self._worker.work_failure.connect(
self._worker.notifier.work_failure.connect(
lambda uid, msg: self._item_work_failed.emit(uid, msg)
)

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