Fix uilists showing data names translated (reported on bf-translations ML by Satoshi Yamasaki aka yamyam, thanks!).
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@@ -31,7 +31,8 @@ class MATERIAL_UL_matslots_example(bpy.types.UIList):
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# You should always start your row layout by a label (icon + text), this will also make the row easily
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# selectable in the list!
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# We use icon_value of label, as our given icon is an integer value, not an enum ID.
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layout.label(ma.name if ma else "", icon_value=icon)
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# Note "data" names should never be translated!
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layout.label(text=ma.name if ma else "", translate=False, icon_value=icon)
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# And now we can add other UI stuff...
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# Here, we add nodes info if this material uses (old!) shading nodes.
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if ma and not context.scene.render.use_shading_nodes:
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@@ -39,15 +40,15 @@ class MATERIAL_UL_matslots_example(bpy.types.UIList):
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if manode:
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# The static method UILayout.icon returns the integer value of the icon ID "computed" for the given
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# RNA object.
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layout.label("Node %s" % manode.name, icon_value=layout.icon(manode))
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layout.label(text="Node %s" % manode.name, translate=False, icon_value=layout.icon(manode))
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elif ma.use_nodes:
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layout.label("Node <none>")
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layout.label(text="Node <none>", translate=False)
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else:
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layout.label("")
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layout.label(text="")
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# 'GRID' layout type should be as compact as possible (typically a single icon!).
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon)
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layout.label(text="", icon_value=icon)
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# And now we can use this list everywhere in Blender. Here is a small example panel.
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