{lyn8865} Adding DataTypes::ScriptProcessorFallbackLogic (#6396)
* {lyn8865} Adding DataTypes::ScriptProcessorFallbackLogic
- Give the user an option how to handle fallback logic for script rules
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* the new code found an error in a Python script... it seems to work!
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* fixing up the regression test
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* dump version number
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
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@@ -23,7 +23,7 @@ def output_test_data(scene):
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# Just write something to the file, but the filename is the main information
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# used for the test.
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f.write(f"scene.sourceFilename: {scene.sourceFilename}\n")
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return True
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return ''
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mySceneJobHandler = None
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@@ -28,7 +28,7 @@ def update_manifest(scene):
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meshGroup = sceneManifest.add_mesh_group(chunkName)
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meshGroup['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, scene.sourceFilename + chunkName)) + '}'
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sceneManifest.mesh_group_add_comment(meshGroup, 'auto generated by test_chunks_builder')
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sceneManifest.mesh_group_set_origin(meshGroup, None, 0, 0, 0, 1.0)
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sceneManifest.mesh_group_add_advanced_coordinate_system(meshGroup)
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for meshIndex in range(len(chunkNameList)):
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if (activeMeshIndex == meshIndex):
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sceneManifest.mesh_group_select_node(meshGroup, chunkNameList[meshIndex])
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