make_world callback
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@ -101,6 +101,8 @@ def export_data(fp, sdk_path):
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ui_found = False
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ArmoryExporter.compress_enabled = state.is_publish and wrd.arm_asset_compression
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ArmoryExporter.optimize_enabled = state.is_publish and wrd.arm_optimize_data
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if not os.path.exists(build_dir + '/compiled/Assets'):
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os.makedirs(build_dir + '/compiled/Assets')
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for scene in bpy.data.scenes:
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if scene.arm_export:
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ext = '.zip' if ArmoryExporter.compress_enabled else '.arm'
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@ -9,6 +9,8 @@ import arm.node_utils as node_utils
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import arm.log as log
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import arm.make_state as state
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callback = None
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def build():
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worlds = []
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for scene in bpy.data.scenes:
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@ -22,6 +24,9 @@ def build_node_tree(world):
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wrd.world_defs = ''
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rpdat = arm.utils.get_rp()
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if callback != None:
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callback()
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# Traverse world node tree
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parsed = False
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if world.node_tree != None:
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