Renamed "col2" to "wide_ui" which is more meaningful.
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@@ -41,9 +41,9 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
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ob = context.active_object
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game = ob.game
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soft = ob.game.soft_body
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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if col2:
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if wide_ui:
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layout.itemR(game, "physics_type")
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else:
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layout.itemR(game, "physics_type", text="")
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@@ -58,7 +58,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
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col.itemR(game, "ghost")
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col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
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if col2:
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if wide_ui:
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col = split.column()
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col.itemR(game, "material_physics")
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col.itemR(game, "rotate_from_normal")
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@@ -74,7 +74,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
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col.itemR(game, "radius")
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col.itemR(game, "form_factor")
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if col2:
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if wide_ui:
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col = split.column()
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sub = col.column()
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sub.active = (game.physics_type == 'RIGID_BODY')
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@@ -91,7 +91,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
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sub.itemR(game, "minimum_velocity", text="Minimum")
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sub.itemR(game, "maximum_velocity", text="Maximum")
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if col2:
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if wide_ui:
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col = split.column()
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col.itemL(text="Damping:")
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sub = col.column(align=True)
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@@ -134,7 +134,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
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col.itemR(soft, "margin", slider=True)
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col.itemR(soft, "bending_const", text="Bending Constraints")
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if col2:
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if wide_ui:
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col = split.column()
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col.itemR(soft, "shape_match")
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sub = col.column()
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@@ -177,10 +177,10 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
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layout = self.layout
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game = context.active_object.game
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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layout.active = game.use_collision_bounds
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if col2:
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if wide_ui:
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layout.itemR(game, "collision_bounds", text="Bounds")
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else:
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layout.itemR(game, "collision_bounds", text="")
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@@ -190,7 +190,7 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
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col = split.column()
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col.itemR(game, "collision_margin", text="Margin", slider=True)
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if col2:
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if wide_ui:
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col = split.column()
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col.itemR(game, "collision_compound", text="Compound")
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@@ -227,7 +227,7 @@ class RENDER_PT_game_player(RenderButtonsPanel):
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layout = self.layout
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gs = context.scene.game_data
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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layout.itemR(gs, "fullscreen")
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@@ -239,7 +239,7 @@ class RENDER_PT_game_player(RenderButtonsPanel):
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sub.itemR(gs, "resolution_x", slider=False, text="X")
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sub.itemR(gs, "resolution_y", slider=False, text="Y")
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if col2:
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if wide_ui:
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col = split.column()
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col.itemL(text="Quality:")
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sub = col.column(align=True)
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@@ -249,7 +249,7 @@ class RENDER_PT_game_player(RenderButtonsPanel):
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# framing:
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col = layout.column()
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col.itemL(text="Framing:")
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if col2:
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if wide_ui:
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col.row().itemR(gs, "framing_type", expand=True)
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else:
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col.itemR(gs, "framing_type", text="")
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@@ -265,7 +265,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
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gs = context.scene.game_data
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stereo_mode = gs.stereo
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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# stereo options:
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layout.itemR(gs, "stereo", expand=True)
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@@ -278,7 +278,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
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# dome:
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elif stereo_mode == 'DOME':
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if col2:
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if wide_ui:
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layout.itemR(gs, "dome_mode", text="Dome Type")
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else:
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layout.itemR(gs, "dome_mode", text="")
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@@ -295,7 +295,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
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col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col.itemR(gs, "dome_angle", slider=True)
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if col2:
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if wide_ui:
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col = split.column()
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col.itemR(gs, "dome_tesselation", text="Tesselation")
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col.itemR(gs, "dome_tilt")
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@@ -304,14 +304,14 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
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col = split.column()
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col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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if col2:
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if wide_ui:
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col = split.column()
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col.itemR(gs, "dome_tesselation", text="Tesselation")
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else: # cube map
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col = split.column()
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col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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if col2:
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if wide_ui:
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col = split.column()
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layout.itemR(gs, "dome_text")
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@@ -324,9 +324,9 @@ class RENDER_PT_game_shading(RenderButtonsPanel):
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layout = self.layout
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gs = context.scene.game_data
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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if col2:
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if wide_ui:
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layout.itemR(gs, "material_mode", expand=True)
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else:
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layout.itemR(gs, "material_mode", text="")
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@@ -352,7 +352,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel):
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layout = self.layout
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gs = context.scene.game_data
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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split = layout.split()
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@@ -363,7 +363,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel):
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col.itemR(gs, "show_physics_visualization", text="Physics Visualization")
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col.itemR(gs, "deprecation_warnings")
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if col2:
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if wide_ui:
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col = split.column()
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col.itemL(text="Render:")
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col.itemR(gs, "all_frames")
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@@ -377,9 +377,9 @@ class RENDER_PT_game_sound(RenderButtonsPanel):
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layout = self.layout
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scene = context.scene
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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if col2:
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if wide_ui:
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layout.itemR(scene, "distance_model")
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else:
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layout.itemR(scene, "distance_model", text="")
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@@ -418,9 +418,9 @@ class WORLD_PT_game_context_world(WorldButtonsPanel):
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scene = context.scene
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world = context.world
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space = context.space_data
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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if col2:
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if wide_ui:
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split = layout.split(percentage=0.65)
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if scene:
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split.template_ID(scene, "world", new="world.new")
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@@ -439,14 +439,14 @@ class WORLD_PT_game_world(WorldButtonsPanel):
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layout = self.layout
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world = context.world
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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split = layout.split()
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col = split.column()
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col.itemR(world, "horizon_color")
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if col2:
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if wide_ui:
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col = split.column()
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col.itemR(world, "ambient_color")
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@@ -462,7 +462,7 @@ class WORLD_PT_game_mist(WorldButtonsPanel):
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layout = self.layout
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world = context.world
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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layout.active = world.mist.enabled
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split = layout.split()
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@@ -470,7 +470,7 @@ class WORLD_PT_game_mist(WorldButtonsPanel):
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col = split.column()
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col.itemR(world.mist, "start")
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if col2:
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if wide_ui:
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col = split.column()
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col.itemR(world.mist, "depth")
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@@ -481,7 +481,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
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layout = self.layout
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gs = context.scene.game_data
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col2 = context.region.width > narrowui
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wide_ui = context.region.width > narrowui
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layout.itemR(gs, "physics_engine")
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if gs.physics_engine != 'NONE':
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@@ -496,7 +496,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
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sub.itemR(gs, "physics_step_sub", text="Substeps")
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col.itemR(gs, "fps", text="FPS")
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if col2:
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if wide_ui:
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col = split.column()
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col.itemL(text="Logic Steps:")
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col.itemR(gs, "logic_step_max", text="Max")
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