BGE: TexFace panel (from patch #21780 from Mitchell Stokes + some changes)
the patch exposes a rna property to get the active edit mode face. This is a hack. However it's a small patch (a.k.a. easy to revert later if needed). The official plan is to wait for BMesh before tackling it properly. Nevertheless TexFace panel is really important for BGE. Missing: operators to copy the current parameters to other selected faces. * note: what I changed from the original patch is the UI script. The pool wasn't defined and it was using tabs.
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@@ -281,6 +281,52 @@ class DATA_PT_uv_texture(DataButtonsPanel):
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lay = me.active_uv_texture
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if lay:
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layout.prop(lay, "name")
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class DATA_PT_texface(DataButtonsPanel):
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bl_label = "Texture Face"
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def poll(self, context):
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ob = context.active_object
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rd = context.scene.render
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return (context.mode =='EDIT_MESH') and (rd.engine == 'BLENDER_GAME') \
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and ob and ob.type in ('MESH')
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def draw(self, context):
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layout = self.layout
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col = layout.column()
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wide_ui = context.region.width > narrowui
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me = context.mesh
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tf = me.faces.active_tface
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if tf:
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split = layout.split()
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col = split.column()
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col.prop(tf, "tex")
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col.prop(tf, "light")
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col.prop(tf, "invisible")
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col.prop(tf, "collision")
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col.prop(tf, "shared")
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col.prop(tf, "twoside")
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col.prop(tf, "object_color")
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if wide_ui:
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col = split.column()
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col.prop(tf, "halo")
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col.prop(tf, "billboard")
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col.prop(tf, "shadow")
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col.prop(tf, "text")
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col.prop(tf, "alpha_sort")
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col = layout.column()
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col.prop(tf, "transp")
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else:
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col.label(text="No UV Texture")
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class DATA_PT_vertex_colors(DataButtonsPanel):
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@@ -315,6 +361,7 @@ classes = [
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DATA_PT_vertex_groups,
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DATA_PT_shape_keys,
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DATA_PT_uv_texture,
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DATA_PT_texface,
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DATA_PT_vertex_colors,
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DATA_PT_custom_props_mesh]
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