pep8 cleanup & default select axis to negative (artist requst, make sense if you model the RHS and spend most time looping at the models front)
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@@ -21,6 +21,7 @@ import bpy
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narrowui = 180
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class PhysicsButtonsPanel(bpy.types.Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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@@ -186,14 +187,14 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
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layout.itemR(game, "collision_bounds", text="")
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split = layout.split()
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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 wide_ui:
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col = split.column()
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col.itemR(game, "collision_compound", text="Compound")
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bpy.types.register(PHYSICS_PT_game_physics)
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bpy.types.register(PHYSICS_PT_game_collision_bounds)
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@@ -302,7 +303,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
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elif dome_type == 'PANORAM_SPH':
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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 wide_ui:
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col = split.column()
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@@ -325,7 +326,7 @@ class RENDER_PT_game_shading(RenderButtonsPanel):
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gs = context.scene.game_data
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wide_ui = context.region.width > narrowui
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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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@@ -353,7 +354,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel):
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gs = context.scene.game_data
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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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@@ -426,12 +427,13 @@ class WORLD_PT_game_context_world(WorldButtonsPanel):
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split.template_ID(scene, "world", new="world.new")
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elif world:
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split.template_ID(space, "pin_id")
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else:
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else:
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if scene:
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layout.template_ID(scene, "world", new="world.new")
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elif world:
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layout.template_ID(space, "pin_id")
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class WORLD_PT_game_world(WorldButtonsPanel):
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bl_label = "World"
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@@ -442,38 +444,40 @@ class WORLD_PT_game_world(WorldButtonsPanel):
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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 wide_ui:
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col = split.column()
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col.itemR(world, "ambient_color")
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class WORLD_PT_game_mist(WorldButtonsPanel):
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bl_label = "Mist"
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def draw_header(self, context):
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world = context.world
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self.layout.itemR(world.mist, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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world = context.world
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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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col = split.column()
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col.itemR(world.mist, "start")
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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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class WORLD_PT_game_physics(WorldButtonsPanel):
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bl_label = "Physics"
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@@ -521,4 +525,4 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
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bpy.types.register(WORLD_PT_game_context_world)
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bpy.types.register(WORLD_PT_game_world)
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bpy.types.register(WORLD_PT_game_mist)
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bpy.types.register(WORLD_PT_game_physics)
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bpy.types.register(WORLD_PT_game_physics)
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