Nope, still nothing.trueBlue wrote: ↑20 Feb 2021, 01:16Is happening for me.clintonman wrote: ↑20 Feb 2021, 01:11Nope, I don't see that at all. Tried with my web page version on older rosetta UU and on the latest full UU. Don't see any blanks as shown.
Maybe you're missing some steps. When you delete and load a fresh layers it doesn't have names like "Cubes", it has names like "layer7"
Try saving the scene with Workspace Layers, Load a new scene, and then Load the saved scene
Do not press the Initialize button
Final trueSpace7.61 Beta 8 Std Unofficial Update
- clintonman
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Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
The only way I can get it to work is Copy the refreshlayers script and add the two lines mentioned previously
refreshlayers2 script
Add
//Line 136
if(disp_mode==-1) myenum.SetStringAt(0,"menu");
myenum.SetSelectedString("menu"); Here is a scene from the current Standalone Beta UU.7 with the Workspace Layers' blank menus
Maybe your are testing this different then I am
Note the 3 Torus are in the No layer count
Selecting Refresh does not update the blank menus
Also, if you Export the Control In on the refreshlayers script And LMB select the titlebar on the workspacelayers3 script, Select Run automatically This will run the refreshlayers script when the scene loads
refreshlayers2 script
Add
//Line 136
if(disp_mode==-1) myenum.SetStringAt(0,"menu");
myenum.SetSelectedString("menu"); Here is a scene from the current Standalone Beta UU.7 with the Workspace Layers' blank menus
Maybe your are testing this different then I am
Note the 3 Torus are in the No layer count
Selecting Refresh does not update the blank menus
Also, if you Export the Control In on the refreshlayers script And LMB select the titlebar on the workspacelayers3 script, Select Run automatically This will run the refreshlayers script when the scene loads
- clintonman
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Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
Maybe this will fix it for you.
My guess is that the error may come from middle mouse scrolling in the dropdown or typing while in the dropdown resulting in invalid values.
refreshlayers line 74
line 88 add SetSelectedString - this one just looks like a straight up bug
My guess is that the error may come from middle mouse scrolling in the dropdown or typing while in the dropdown resulting in invalid values.
refreshlayers line 74
Code: Select all
//catch invalid values from mouse scroll wheel
myenum.SetStringAt(0,"menu");
myenum.SetSelectedString("menu");
Code: Select all
myenum.SetSelectedString("menu");
- Attachments
-
- workspacelayers3.RsObj
- (286.77 KiB) Downloaded 145 times
Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
That seems to fix the blank menus
What is layer0 for?
The way you have it setup when you first Load > Workspace Layers into your scene, all the objects go into layer1
If you add additional objects and press Refresh, these objects go into layer1
I would suggest that the Refresh script put these objects in layer0
Normally I set up layer1 with the Lights
So when I press Refresh these additional objects get loaded with my Lights
Workaround, I have to select these objects, add them to another layer, and then Empty that layer
If you implemented my suggestion, it would be easier to select these objects using layer0's Select menu, and then add them to another layer
Your probably, going to ask, "Why not add them to a layer first", which makes total sense
Or not use layer1
But this issue is about the Refresh script
I dunno, it seems to me that layer0 and No layer count is a perfect match
What is layer0 for?
The way you have it setup when you first Load > Workspace Layers into your scene, all the objects go into layer1
If you add additional objects and press Refresh, these objects go into layer1
I would suggest that the Refresh script put these objects in layer0
Normally I set up layer1 with the Lights
So when I press Refresh these additional objects get loaded with my Lights
Workaround, I have to select these objects, add them to another layer, and then Empty that layer
If you implemented my suggestion, it would be easier to select these objects using layer0's Select menu, and then add them to another layer
Your probably, going to ask, "Why not add them to a layer first", which makes total sense
Or not use layer1
But this issue is about the Refresh script
I dunno, it seems to me that layer0 and No layer count is a perfect match
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Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
layer0 is the same as any other layer (layer1 layer2 layer3...) it's all the same.trueBlue wrote: ↑20 Feb 2021, 19:42 That seems to fix the blank menus
What is layer0 for?
The way you have it setup when you first Load > Workspace Layers into your scene, all the objects go into layer1
If you add additional objects and press Refresh, these objects go into layer1
I would suggest that the Refresh script put these objects in layer0
Normally I set up layer1 with the Lights
So when I press Refresh these additional objects get loaded with my Lights
Workaround, I have to select these objects, add them to another layer, and then Empty that layer
If you implemented my suggestion, it would be easier to select these objects using layer0's Select menu, and then add them to another layer
Your probably, going to ask, "Why not add them to a layer first", which makes total sense
Or not use layer1
But this issue is about the Refresh script
I dunno, it seems to me that layer0 and No layer count is a perfect match
When you create a new scene, look at the object render attributes advanced tab for the lights or camera, they all say layer1
Add a primitive object - same thing, it says layer1.
I'm not going to fight the trueSpace default
If you want everything in layer0 then change the object defaults to layer0 for all the objects or however you want them divided by default into the different layers.
Couple of notes: for modelspace scenes lights are created in layer 1 as far as workspace is concerned. Objects are created in the active layer. Workspace layers does not have a corresponding active layer.
In modelspace If you change a light to layer 0, workspace still sees it as layer 1
Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
I see, I did not know about the Layer index
Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
Test Update 17 for trueSpace7.61 Beta 8 Std Unofficial Update
February 20, 2021
Recommend that you completely Uninstall and Install trueSpace7.61 Beta 8 Standalone to a clean directory before installing this update. If you applied the previous Test Update to a clean directory, you do not need to Uninstall trueSpace7.61 Beta 8 Standalone before applying this new update.
This is a Beta Pre Release for TESTING the below updates and the included previous updates
Updates
Workspace Layers 3
Update
Run automatically -> refreshlayers
Changed - Empty Color = 131,125,125
Add
HTML help floating panel
refreshlayers
Add
line 74
Exported the Control In to enable "Run automatically"
reconnectwatchdog
Add
RsApp.ClearHistory()
replaceIt/.../open panel script
Update
Workspace Layers icon
Update
RMB command
February 20, 2021
Recommend that you completely Uninstall and Install trueSpace7.61 Beta 8 Standalone to a clean directory before installing this update. If you applied the previous Test Update to a clean directory, you do not need to Uninstall trueSpace7.61 Beta 8 Standalone before applying this new update.
This is a Beta Pre Release for TESTING the below updates and the included previous updates
Updates
Workspace Layers 3
Update
Run automatically -> refreshlayers
Changed - Empty Color = 131,125,125
Add
HTML help floating panel
refreshlayers
Add
line 74
Code: Select all
//catch invalid values from mouse scroll wheel
myenum.SetStringAt(0,"menu");
myenum.SetSelectedString("menu");
reconnectwatchdog
Add
RsApp.ClearHistory()
replaceIt/.../open panel script
Update
Code: Select all
//System.Alert("Press the Refresh button to finish the replacement")
Activity.Run(scene + "/workspacelayers3/refreshlayers")
Update
RMB command
Code: Select all
if(Node.Exists(Space.CurrentScene() + "/workspacelayers3")
&& !Node.Exists(Space.CurrentScene() + "/workspacelayers3/Pause Activity")
|| Node.ConExists(Space.CurrentScene() + "/workspacelayers3", "DeepVisibility")) {
System.Alert("A newer version of Workspace Layers is available!");
UserInterface.OpenToolPanelViewEx2("" , "" , "Scripts/CustomCommands/wsLayersGroup", 3, 0, 0);
}else{
UserInterface.OpenToolPanelViewEx2("" , "" ,Space.CurrentScene() + "/workspacelayers3", 3,0,0);
}
Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
Test Update 19 for trueSpace7.61 Beta 8 Std Unofficial Update
February 23, 2021
Recommend that you completely Uninstall and Install trueSpace7.61 Beta 8 Standalone to a clean directory before installing this update. If you applied the previous Test Update to a clean directory, you do not need to Uninstall trueSpace7.61 Beta 8 Standalone before applying this new update.
This is a Beta Pre Release for TESTING the below updates and the included previous updates
Updates
Materials - DX9 & Shaders - Alpha Shaders libraries
Update
All UU materials that have an Alpha shader
InputBitmap - Input usage attribute = ALPHAMAP
Disabled Compression
Add
2D Checker Author - Clinton Reese
2D Dots Author - Clinton Reese
Toolbars
Update
trueBevel icon(s)
planeLoopSelect
Update
Fixed Restore PE selection mode in cases where the tool was exited prematurely
Add Status help Message if selection is not correct "Select a single Edge or 2 neighboring Vertices"
trueBevel
Update
Fixed Restore PE selection mode in cases where the tool was used with nothing selected
Add Status help Message "Nothing selected..."
NormalMove
Changed from a Model Status Message to Clinton's plugin SetStatusMessage
var util = System.CreateDO("Clintons3D Package/Utility functions");
util.SetStatusMessage("LB drag left or right to move points along Normals... Right click to end tool", 10000);
staticSweepPlusScript
Add Status help Message at the end of the script
Changed from a Model Status Message to Clinton's plugin SetStatusMessage
var util = System.CreateDO("Clintons3D Package/Utility functions");
util.SetStatusMessage("Use the Point Edit widget to move the new swept geometry", 8000);
Mesh Editor Settings/Reset SDS
Add
Remove SDS button
February 23, 2021
Recommend that you completely Uninstall and Install trueSpace7.61 Beta 8 Standalone to a clean directory before installing this update. If you applied the previous Test Update to a clean directory, you do not need to Uninstall trueSpace7.61 Beta 8 Standalone before applying this new update.
This is a Beta Pre Release for TESTING the below updates and the included previous updates
Updates
Materials - DX9 & Shaders - Alpha Shaders libraries
Update
All UU materials that have an Alpha shader
InputBitmap - Input usage attribute = ALPHAMAP
Disabled Compression
Add
2D Checker Author - Clinton Reese
2D Dots Author - Clinton Reese
Toolbars
Update
trueBevel icon(s)
Code: Select all
LMB command = ScriptObject.Execute("Scripts/Commands/DeSelectNURBS");UserInterface.OpenToolPanelViewEx2("" , "" ,"Scripts/CustomCommands/trueBevel", 4,1,0)
Update
Fixed Restore PE selection mode in cases where the tool was exited prematurely
Add Status help Message if selection is not correct "Select a single Edge or 2 neighboring Vertices"
trueBevel
Update
Fixed Restore PE selection mode in cases where the tool was used with nothing selected
Add Status help Message "Nothing selected..."
NormalMove
Changed from a Model Status Message to Clinton's plugin SetStatusMessage
var util = System.CreateDO("Clintons3D Package/Utility functions");
util.SetStatusMessage("LB drag left or right to move points along Normals... Right click to end tool", 10000);
staticSweepPlusScript
Add Status help Message at the end of the script
Changed from a Model Status Message to Clinton's plugin SetStatusMessage
var util = System.CreateDO("Clintons3D Package/Utility functions");
util.SetStatusMessage("Use the Point Edit widget to move the new swept geometry", 8000);
Mesh Editor Settings/Reset SDS
Add
Remove SDS button
- clintonman
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Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
I would like to make a change to the "Flatten selected UV vertices"
If a mesh is made up of only triangles trueSpace crashes when you try to flatten the UVs.
I would like it to call a script that checks for a triangulated mesh before running the command.
If a mesh is made up of only triangles trueSpace crashes when you try to flatten the UVs.
I would like it to call a script that checks for a triangulated mesh before running the command.
- Attachments
-
- UVFlatten.RsObj
- (5.39 KiB) Downloaded 138 times
Re: Final trueSpace7.61 Beta 8 Std Unofficial Update
Addedclintonman wrote: ↑25 Feb 2021, 02:49 I would like to make a change to the "Flatten selected UV vertices"
If a mesh is made up of only triangles trueSpace crashes when you try to flatten the UVs.
I would like it to call a script that checks for a triangulated mesh before running the command.
FlattenVertices.xml
Toolbars/UVEditor/Flatten vertices
LMB = Activity.Run('/Scripts/Commands/FlattenVertices');