BGE Material settings renaming Back Culling to Backface Culling and make it on by default
under suggestion of Mitchell Stokes (Moguri)
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@@ -1396,7 +1396,7 @@ Moved
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* **hide** -> :class:`bpy.types.Material.game_settings.invisible`
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* **hide** -> :class:`bpy.types.Material.game_settings.invisible`
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* **use_collision** -> :class:`bpy.types.Material.game_settings.physics`
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* **use_collision** -> :class:`bpy.types.Material.game_settings.physics`
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* **use_light** -> :class:`bpy.types.Material.game_settings.use_shadeless`
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* **use_light** -> :class:`bpy.types.Material.game_settings.use_shadeless`
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* **use_twoside** -> :class:`bpy.types.Material.game_settings.back_culling`
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* **use_twoside** -> :class:`bpy.types.Material.game_settings.backface_culling`
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* **use_bitmap_text** -> :class:`bpy.types.Material.game_settings.text`
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* **use_bitmap_text** -> :class:`bpy.types.Material.game_settings.text`
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* **blend_type** -> :class:`bpy.types.Material.game_settings.alpha_blend`
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* **blend_type** -> :class:`bpy.types.Material.game_settings.alpha_blend`
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* **use_alpha_sort** -> :class:`bpy.types.Material.game_settings.alpha_blend`
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* **use_alpha_sort** -> :class:`bpy.types.Material.game_settings.alpha_blend`
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@@ -625,7 +625,7 @@ class MATERIAL_PT_game_settings(MaterialButtonsPanel, bpy.types.Panel):
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game = context.material.game_settings # dont use node material
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game = context.material.game_settings # dont use node material
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row = layout.row()
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row = layout.row()
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row.prop(game, "back_culling")
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row.prop(game, "backface_culling")
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row.prop(game, "invisible")
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row.prop(game, "invisible")
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row.prop(game, "text")
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row.prop(game, "text")
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@@ -193,7 +193,7 @@ void init_material(Material *ma)
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ma->vol.ms_diff = 1.f;
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ma->vol.ms_diff = 1.f;
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ma->vol.ms_intensity = 1.f;
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ma->vol.ms_intensity = 1.f;
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ma->game.flag=0;
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ma->game.flag = GEMAT_BACKCULL;
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ma->game.alpha_blend=0;
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ma->game.alpha_blend=0;
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ma->game.face_orientation=0;
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ma->game.face_orientation=0;
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@@ -767,9 +767,9 @@ static void rna_def_material_gamesettings(BlenderRNA *brna)
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RNA_def_struct_nested(brna, srna, "Material");
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RNA_def_struct_nested(brna, srna, "Material");
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RNA_def_struct_ui_text(srna, "Material Game Settings", "Game Engine settings for a Material datablock");
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RNA_def_struct_ui_text(srna, "Material Game Settings", "Game Engine settings for a Material datablock");
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prop= RNA_def_property(srna, "back_culling", PROP_BOOLEAN, PROP_NONE);
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prop= RNA_def_property(srna, "backface_culling", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", GEMAT_BACKCULL); /* use bitflags */
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RNA_def_property_boolean_sdna(prop, NULL, "flag", GEMAT_BACKCULL); /* use bitflags */
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RNA_def_property_ui_text(prop, "Back Culling", "Hide Back of the face in Game Engine ");
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RNA_def_property_ui_text(prop, "Backface Culling", "Hide Back of the face in Game Engine ");
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RNA_def_property_update(prop, 0, "rna_Material_draw_update");
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RNA_def_property_update(prop, 0, "rna_Material_draw_update");
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prop= RNA_def_property(srna, "text", PROP_BOOLEAN, PROP_NONE);
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prop= RNA_def_property(srna, "text", PROP_BOOLEAN, PROP_NONE);
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