Cleaned up logic buttons in logic space slightly.
Moved Shade Smooth/Flat from Mesh obdata panel to tools area. These kinds of operator tools aren't really allowed in the buttons window anymore - whole point of new tools area :) The only operators that are allowed in buttons window are things that act on the RNA fields, like add/remove buttons for adding vertex groups etc.
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@@ -49,14 +49,6 @@ class DATA_PT_normals(DataButtonsPanel):
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sub.itemR(mesh, "vertex_normal_flip")
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sub.itemR(mesh, "double_sided")
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row = layout.row(align=True)
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if context.edit_object:
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row.itemO("MESH_OT_faces_shade_smooth")
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row.itemO("MESH_OT_faces_shade_flat")
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else:
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row.itemO("OBJECT_OT_shade_smooth")
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row.itemO("OBJECT_OT_shade_flat")
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class DATA_PT_vertex_groups(DataButtonsPanel):
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__idname__ = "DATA_PT_vertex_groups"
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__label__ = "Vertex Groups"
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@@ -46,7 +46,7 @@ class WORLD_PT_game(WorldButtonsPanel):
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class LOGIC_PT_player(bpy.types.Panel):
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__space_type__ = "LOGIC_EDITOR"
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__region_type__ = "UI"
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__label__ = "Game Player"
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__label__ = "Player"
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def draw(self, context):
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layout = self.layout
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@@ -55,18 +55,22 @@ class LOGIC_PT_player(bpy.types.Panel):
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row.itemR(gs, "fullscreen")
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split = layout.split()
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col = split.column(align=True)
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col.itemR(gs, "resolution_x", slider=False, text="Res. X")
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col.itemR(gs, "resolution_y", slider=False, text="Res. Y")
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col = split.column()
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col.itemL(text="Resolution:")
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colsub = col.column(align=True)
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colsub.itemR(gs, "resolution_x", slider=False, text="X")
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colsub.itemR(gs, "resolution_y", slider=False, text="Y")
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col = split.column(align=True)
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col.itemR(gs, "depth", slider=False)
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col.itemR(gs, "frequency", slider=False)
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col = split.column()
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col.itemL(text="Quality:")
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colsub = col.column(align=True)
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colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
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colsub.itemR(gs, "frequency", text="FPS", slider=False)
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# framing:
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col = layout.column()
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col.itemL(text="Framing Options:")
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col.itemL(text="Framing:")
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col.row().itemR(gs, "framing_type", expand=True)
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colsub = col.column()
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@@ -75,7 +79,7 @@ class LOGIC_PT_player(bpy.types.Panel):
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class LOGIC_PT_stereo(bpy.types.Panel):
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__space_type__ = "LOGIC_EDITOR"
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__region_type__ = "UI"
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__label__ = "Stereo and Dome"
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__label__ = "Stereo"
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def draw(self, context):
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layout = self.layout
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@@ -84,7 +88,6 @@ class LOGIC_PT_stereo(bpy.types.Panel):
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# stereo options:
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col= layout.column()
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col.itemL(text="Stereo Options:")
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row = col.row()
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row.itemR(gs, "stereo", expand=True)
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@@ -93,34 +96,22 @@ class LOGIC_PT_stereo(bpy.types.Panel):
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# stereo:
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if stereo_mode == 'STEREO':
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col = layout.column(align=True)
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row = col.row()
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row.item_enumR(gs, "stereo_mode", "ANAGLYPH")
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row.item_enumR(gs, "stereo_mode", "QUADBUFFERED")
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row = col.row()
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row.item_enumR(gs, "stereo_mode", "INTERLACED")
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row.item_enumR(gs, "stereo_mode", "VINTERLACE")
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row = col.row()
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row.item_enumR(gs, "stereo_mode", "SIDEBYSIDE")
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row.item_enumR(gs, "stereo_mode", "ABOVEBELOW")
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# row = layout.column_flow()
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# row.itemR(gs, "stereo_mode")
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row = layout.row()
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row.itemR(gs, "stereo_mode")
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# dome:
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if stereo_mode == 'DOME':
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row = layout.row()
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row.itemR(gs, "dome_mode")
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row.itemR(gs, "dome_mode", text="Dome Type")
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split=layout.split()
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col=split.column(align=True)
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col=split.column()
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col.itemR(gs, "dome_angle", slider=True)
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col.itemR(gs, "dome_tesselation", text="Tessel.")
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col=split.column(align=True)
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col.itemR(gs, "dome_tesselation", text="Tesselation")
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col=split.column()
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col.itemR(gs, "dome_tilt")
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col.itemR(gs, "dome_buffer_resolution", text="Res.", slider=True)
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col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col=layout.column()
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col.itemR(gs, "dome_text")
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@@ -136,30 +127,34 @@ class LOGIC_PT_physics(bpy.types.Panel):
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flow = layout.column_flow()
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flow.itemR(gs, "physics_engine")
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if gs.physics_engine != "NONE":
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flow.itemR(gs, "physics_gravity")
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flow.itemR(gs, "physics_gravity", text="Gravity")
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row = layout.row()
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row.itemR(gs, "use_occlusion_culling", text="Enable Occlusion Culling")
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row = layout.row()
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row.active = gs.use_occlusion_culling
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row.itemR(gs, "occlusion_culling_resolution", text="resol.")
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split = layout.split()
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col = split.column(align=True)
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col.itemR(gs, "physics_step_max", text="phys")
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col.itemR(gs, "physics_step_sub", text="sub")
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col = split.column()
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col.itemL(text="Physics Steps:")
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colsub = col.column(align=True)
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colsub.itemR(gs, "physics_step_max", text="Max")
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colsub.itemR(gs, "physics_step_sub", text="Substeps")
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col.itemR(gs, "fps", text="FPS")
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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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col.itemS()
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col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
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colsub = col.column()
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colsub.active = gs.use_occlusion_culling
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colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
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col = split.column(align=True)
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col.itemR(gs, "fps", text="fps")
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col.itemR(gs, "logic_step_max", text="log")
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else:
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split = layout.split()
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col = split.column(align=True)
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col.itemR(gs, "fps", text="fps")
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col = split.column(align=True)
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col.itemR(gs, "logic_step_max", text="log")
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col = split.column()
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col.itemL(text="Physics Steps:")
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col.itemR(gs, "fps", text="FPS")
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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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bpy.types.register(LOGIC_PT_properties)
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bpy.types.register(LOGIC_PT_player)
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@@ -44,6 +44,8 @@ class VIEW3D_PT_tools_editmode_mesh(View3DPanel):
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layout.row().itemO("mesh.primitive_cube_add")
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layout.row().itemO("mesh.primitive_circle_add")
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layout.row().itemO("mesh.primitive_cylinder_add")
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layout.row().itemO("mesh.faces_shade_smooth")
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layout.row().itemO("mesh.faces_shade_flat")
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# ********** default tools for editmode_curve ****************
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