svn merge -r40000:40179 https://svn.blender.org/svnroot/bf-blender/trunk/blender
This commit is contained in:
@@ -356,7 +356,7 @@ class Mesh(bpy_types.ID):
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@property
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def edge_keys(self):
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return [edge_key for face in self.faces for edge_key in face.edge_keys]
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return [ed.key for ed in self.edges]
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class MeshEdge(StructRNA):
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@@ -376,17 +376,31 @@ class MeshFace(StructRNA):
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face_verts = self.vertices[:]
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mesh_verts = self.id_data.vertices
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if len(face_verts) == 3:
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return (mesh_verts[face_verts[0]].co + mesh_verts[face_verts[1]].co + mesh_verts[face_verts[2]].co) / 3.0
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return (mesh_verts[face_verts[0]].co +
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mesh_verts[face_verts[1]].co +
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mesh_verts[face_verts[2]].co
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) / 3.0
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else:
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return (mesh_verts[face_verts[0]].co + mesh_verts[face_verts[1]].co + mesh_verts[face_verts[2]].co + mesh_verts[face_verts[3]].co) / 4.0
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return (mesh_verts[face_verts[0]].co +
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mesh_verts[face_verts[1]].co +
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mesh_verts[face_verts[2]].co +
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mesh_verts[face_verts[3]].co
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) / 4.0
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@property
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def edge_keys(self):
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verts = self.vertices[:]
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if len(verts) == 3:
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return ord_ind(verts[0], verts[1]), ord_ind(verts[1], verts[2]), ord_ind(verts[2], verts[0])
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return ord_ind(verts[0], verts[1]), ord_ind(verts[1], verts[2]), ord_ind(verts[2], verts[3]), ord_ind(verts[3], verts[0])
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return (ord_ind(verts[0], verts[1]),
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ord_ind(verts[1], verts[2]),
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ord_ind(verts[2], verts[0]),
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)
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else:
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return (ord_ind(verts[0], verts[1]),
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ord_ind(verts[1], verts[2]),
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ord_ind(verts[2], verts[3]),
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ord_ind(verts[3], verts[0]),
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)
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class Text(bpy_types.ID):
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@@ -685,7 +685,6 @@ data_path_update = [
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]
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import bpy
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from bpy.types import Operator
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@@ -271,7 +271,8 @@ class BakeAction(Operator):
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class ClearUselessActions(Operator):
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'''Mark actions with no F-Curves for deletion after save+reload of file preserving "action libraries"'''
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'''Mark actions with no F-Curves for deletion after save+reload of ''' \
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'''file preserving "action libraries"'''
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bl_idname = "anim.clear_useless_actions"
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bl_label = "Clear Useless Actions"
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bl_options = {'REGISTER', 'UNDO'}
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@@ -292,12 +293,14 @@ class ClearUselessActions(Operator):
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if ((self.only_unused is False) or
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(action.use_fake_user and action.users == 1)):
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# if it has F-Curves, then it's a "action library" (i.e. walk, wave, jump, etc.)
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# if it has F-Curves, then it's a "action library"
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# (i.e. walk, wave, jump, etc.)
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# and should be left alone as that's what fake users are for!
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if not action.fcurves:
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# mark action for deletion
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action.user_clear()
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removed += 1
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self.report({'INFO'}, "Removed %d empty and/or fake-user only Actions" % (removed))
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self.report({'INFO'}, "Removed %d empty and/or fake-user only Actions"
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% removed)
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return {'FINISHED'}
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@@ -74,6 +74,7 @@ class DATA_PT_skeleton(ArmatureButtonsPanel, Panel):
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if context.scene.render.engine == "BLENDER_GAME":
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layout.row().prop(arm, "vert_deformer", expand=True)
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class DATA_PT_display(ArmatureButtonsPanel, Panel):
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bl_label = "Display"
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@@ -185,11 +186,10 @@ class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
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layout.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink")
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if poselib:
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# list of poses in pose library
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# list of poses in pose library
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row = layout.row()
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row.template_list(poselib, "pose_markers", poselib.pose_markers, "active_index", rows=5)
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# column of operators for active pose
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# - goes beside list
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col = row.column(align=True)
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@@ -206,9 +206,9 @@ class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
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if pose_marker_active is not None:
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col.operator("poselib.pose_remove", icon='ZOOMOUT', text="").pose = pose_marker_active.name
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col.operator("poselib.apply_pose", icon='ZOOM_SELECTED', text="").pose_index = poselib.pose_markers.active_index
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col.operator("poselib.action_sanitise", icon='HELP', text="") # XXX: put in menu?
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col.operator("poselib.action_sanitise", icon='HELP', text="") # XXX: put in menu?
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# properties for active marker
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if pose_marker_active is not None:
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layout.prop(pose_marker_active, "name")
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@@ -379,6 +379,10 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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col.label(text="Mirror Object:")
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col.prop(md, "mirror_object", text="")
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def NAVMESH(self, layout, ob, md):
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layout.operator("object.assign_navpolygon")
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layout.operator("object.assign_new_navpolygon")
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def MULTIRES(self, layout, ob, md):
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layout.row().prop(md, "subdivision_type", expand=True)
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@@ -608,32 +612,31 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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layout.label(text="Settings can be found inside the Physics context")
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def UV_PROJECT(self, layout, ob, md):
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if ob.type == 'MESH':
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split = layout.split()
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split = layout.split()
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col = split.column()
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col.label(text="Image:")
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col.prop(md, "image", text="")
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col = split.column()
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col.label(text="Image:")
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col.prop(md, "image", text="")
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col = split.column()
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col.label(text="UV Layer:")
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col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
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col = split.column()
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col.label(text="UV Layer:")
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col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
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split = layout.split()
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col = split.column()
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col.prop(md, "use_image_override")
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col.prop(md, "projector_count", text="Projectors")
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for proj in md.projectors:
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col.prop(proj, "object", text="")
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split = layout.split()
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col = split.column()
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col.prop(md, "use_image_override")
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col.prop(md, "projector_count", text="Projectors")
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for proj in md.projectors:
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col.prop(proj, "object", text="")
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col = split.column()
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sub = col.column(align=True)
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sub.prop(md, "aspect_x", text="Aspect X")
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sub.prop(md, "aspect_y", text="Aspect Y")
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col = split.column()
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sub = col.column(align=True)
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sub.prop(md, "aspect_x", text="Aspect X")
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sub.prop(md, "aspect_y", text="Aspect Y")
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sub = col.column(align=True)
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sub.prop(md, "scale_x", text="Scale X")
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sub.prop(md, "scale_y", text="Scale Y")
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sub = col.column(align=True)
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sub.prop(md, "scale_x", text="Scale X")
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sub.prop(md, "scale_y", text="Scale Y")
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def WARP(self, layout, ob, md):
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use_falloff = (md.falloff_type != 'NONE')
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@@ -738,27 +741,29 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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col.prop(md, "narrowness", slider=True)
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@staticmethod
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def weight_vg_mask(layout, ob, md):
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def vertex_weight_mask(layout, ob, md):
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layout.label(text="Influence/Mask Options:")
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split = layout.split()
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col1 = split.column()
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col2 = split.column()
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col1.label(text="Global Influence:")
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col2.prop(md, "mask_constant", text="")
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split = layout.split(percentage=0.4)
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split.label(text="Global Influence:")
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split.prop(md, "mask_constant", text="")
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if not md.mask_texture:
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col1.label(text="Vertex Group Mask:")
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col2.prop_search(md, "mask_vertex_group", ob, "vertex_groups", text="")
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split = layout.split(percentage=0.4)
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split.label(text="Vertex Group Mask:")
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split.prop_search(md, "mask_vertex_group", ob, "vertex_groups", text="")
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if not md.mask_vertex_group:
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col1.label(text="Texture Mask:")
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col2.template_ID(md, "mask_texture", new="texture.new")
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split = layout.split(percentage=0.4)
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split.label(text="Texture Mask:")
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split.template_ID(md, "mask_texture", new="texture.new")
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if md.mask_texture:
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split = layout.split()
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col = split.column()
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col.label(text="Texture Coordinates:")
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col.prop(md, "mask_tex_mapping", text="")
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col = split.column()
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col.label(text="Use Channel:")
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col.prop(md, "mask_tex_use_channel", text="")
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@@ -769,88 +774,85 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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layout.prop_search(md, "mask_tex_uv_layer", ob.data, "uv_textures")
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def VERTEX_WEIGHT_EDIT(self, layout, ob, md):
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if ob.type == 'MESH':
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split = layout.split()
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col = split.column()
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col.label(text="Vertex Group:")
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col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
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split = layout.split()
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col = split.column()
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col.label(text="Vertex Group:")
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col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
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col = split.column()
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col.label(text="Default Weight:")
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col.prop(md, "default_weight", text="")
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col = split.column()
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col.label(text="Default Weight:")
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col.prop(md, "default_weight", text="")
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layout.prop(md, "falloff_type")
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if md.falloff_type == 'CURVE':
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col = layout.column()
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col.template_curve_mapping(md, "map_curve")
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layout.prop(md, "falloff_type")
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if md.falloff_type == 'CURVE':
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col = layout.column()
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col.template_curve_mapping(md, "map_curve")
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split = layout.split(percentage=0.4)
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split.prop(md, "use_add")
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row = split.row()
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row.active = md.use_add
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row.prop(md, "add_threshold")
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split = layout.split(percentage=0.4)
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split.prop(md, "use_add")
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row = split.row()
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row.active = md.use_add
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row.prop(md, "add_threshold")
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split = layout.split(percentage=0.4)
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split.prop(md, "use_remove")
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row = split.row()
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row.active = md.use_remove
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row.prop(md, "remove_threshold")
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split = layout.split(percentage=0.4)
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split.prop(md, "use_remove")
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row = split.row()
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row.active = md.use_remove
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row.prop(md, "remove_threshold")
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# Common mask options…
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layout.separator()
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self.weight_vg_mask(layout, ob, md)
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# Common mask options
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layout.separator()
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self.vertex_weight_mask(layout, ob, md)
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def VERTEX_WEIGHT_MIX(self, layout, ob, md):
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if ob.type == 'MESH':
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split = layout.split()
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col = split.column()
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col.label(text="Vertex Group A:")
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col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="")
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col.label(text="Default Weight A:")
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col.prop(md, "default_weight_a", text="")
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split = layout.split()
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col.label(text="Mix Mode:")
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col.prop(md, "mix_mode", text="")
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col = split.column()
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col.label(text="Vertex Group A:")
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col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="")
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col.label(text="Default Weight A:")
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col.prop(md, "default_weight_a", text="")
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col = split.column()
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col.label(text="Vertex Group B:")
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col.prop_search(md, "vertex_group_b", ob, "vertex_groups", text="")
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col.label(text="Default Weight B:")
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col.prop(md, "default_weight_b", text="")
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col.label(text="Mix Mode:")
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col.prop(md, "mix_mode", text="")
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col.label(text="Mix Set:")
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col.prop(md, "mix_set", text="")
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col = split.column()
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col.label(text="Vertex Group B:")
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col.prop_search(md, "vertex_group_b", ob, "vertex_groups", text="")
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col.label(text="Default Weight B:")
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col.prop(md, "default_weight_b", text="")
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# Common mask options…
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layout.separator()
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self.weight_vg_mask(layout, ob, md)
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col.label(text="Mix Set:")
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col.prop(md, "mix_set", text="")
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# Common mask options
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layout.separator()
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self.vertex_weight_mask(layout, ob, md)
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def VERTEX_WEIGHT_PROXIMITY(self, layout, ob, md):
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if ob.type == 'MESH':
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split = layout.split()
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col = split.column()
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col.label(text="Vertex Group:")
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col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
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split = layout.split()
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col = split.column()
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col.label(text="Target Object:")
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col.prop(md, "target", text="")
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col = split.column()
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col.label(text="Vertex Group:")
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col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
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row = layout.row()
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row.prop(md, "proximity_mode", expand=True)
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if md.proximity_mode == 'GEOMETRY':
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row = layout.row()
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row.prop(md, "proximity_geometry", expand=True)
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col = split.column()
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col.label(text="Target Object:")
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col.prop(md, "target", text="")
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row = layout.split()
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row.prop(md, "min_dist")
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row.prop(md, "max_dist")
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layout.row().prop(md, "proximity_mode", expand=True)
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if md.proximity_mode == 'GEOMETRY':
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layout.row().prop(md, "proximity_geometry", expand=True)
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layout.prop(md, "falloff_type")
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row = layout.row()
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row.prop(md, "min_dist")
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row.prop(md, "max_dist")
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# Common mask options…
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layout.separator()
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self.weight_vg_mask(layout, ob, md)
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layout.prop(md, "falloff_type")
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# Common mask options
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layout.separator()
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self.vertex_weight_mask(layout, ob, md)
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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|
@@ -81,7 +81,7 @@ class DATA_PT_distance(DataButtonsPanel, bpy.types.Panel):
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speaker = context.speaker
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split = layout.split()
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col = split.column()
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col.label("Volume:")
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col.prop(speaker, "volume_min", text="Minimum")
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|
@@ -196,6 +196,33 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
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row.prop(game, "use_collision_compound", text="Compound")
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class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
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bl_label = "Create Obstacle"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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game = context.object.game
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rd = context.scene.render
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return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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game = context.active_object.game
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self.layout.prop(game, "create_obstacle", text="")
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def draw(self, context):
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layout = self.layout
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game = context.active_object.game
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layout.active = game.create_obstacle
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row = layout.row()
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row.prop(game, "obstacle_radius", text="Radius")
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row.label()
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||||
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||||
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class RenderButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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@@ -344,7 +371,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel, Panel):
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row = col.row()
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row.prop(gs, "use_frame_rate")
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row.prop(gs, "use_display_lists")
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||||
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||||
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col.prop(gs, "restrict_animation_updates")
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||||
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||||
@@ -364,6 +391,70 @@ class RENDER_PT_game_display(RenderButtonsPanel, Panel):
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||||
flow.prop(gs, "show_mouse", text="Mouse Cursor")
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||||
|
||||
|
||||
class SceneButtonsPanel():
|
||||
bl_space_type = 'PROPERTIES'
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||||
bl_region_type = 'WINDOW'
|
||||
bl_context = "scene"
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||||
|
||||
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||||
class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
|
||||
bl_label = "Navigation mesh"
|
||||
bl_default_closed = True
|
||||
COMPAT_ENGINES = {'BLENDER_GAME'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
scene = context.scene
|
||||
return (scene and scene.render.engine in cls.COMPAT_ENGINES)
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
rd = context.scene.game_settings.recast_data
|
||||
|
||||
layout.operator("object.create_navmesh", text='Build navigation mesh')
|
||||
|
||||
col = layout.column()
|
||||
col.label(text="Rasterization:")
|
||||
row = col.row()
|
||||
row.prop(rd, "cell_size")
|
||||
row.prop(rd, "cell_height")
|
||||
|
||||
col = layout.column()
|
||||
col.label(text="Agent:")
|
||||
split = col.split()
|
||||
|
||||
col = split.column()
|
||||
col.prop(rd, "agent_height", text="Height")
|
||||
col.prop(rd, "agent_radius", text="Radius")
|
||||
|
||||
col = split.column()
|
||||
col.prop(rd, "max_slope")
|
||||
col.prop(rd, "max_climb")
|
||||
|
||||
col = layout.column()
|
||||
col.label(text="Region:")
|
||||
row = col.row()
|
||||
row.prop(rd, "region_min_size")
|
||||
row.prop(rd, "region_merge_size")
|
||||
|
||||
col = layout.column()
|
||||
col.label(text="Polygonization:")
|
||||
split = col.split()
|
||||
|
||||
col = split.column()
|
||||
col.prop(rd, "edge_max_len")
|
||||
col.prop(rd, "edge_max_error")
|
||||
|
||||
split.prop(rd, "verts_per_poly")
|
||||
|
||||
col = layout.column()
|
||||
col.label(text="Detail Mesh:")
|
||||
row = col.row()
|
||||
row.prop(rd, "sample_dist")
|
||||
row.prop(rd, "sample_max_error")
|
||||
|
||||
|
||||
class WorldButtonsPanel():
|
||||
bl_space_type = 'PROPERTIES'
|
||||
bl_region_type = 'WINDOW'
|
||||
@@ -487,5 +578,25 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
|
||||
col.label(text="Logic Steps:")
|
||||
col.prop(gs, "logic_step_max", text="Max")
|
||||
|
||||
|
||||
class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
|
||||
bl_label = "Obstacle simulation"
|
||||
COMPAT_ENGINES = {'BLENDER_GAME'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
scene = context.scene
|
||||
return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
gs = context.scene.game_settings
|
||||
|
||||
layout.prop(gs, "obstacle_simulation", text="Type")
|
||||
if gs.obstacle_simulation != 'NONE':
|
||||
layout.prop(gs, "level_height")
|
||||
layout.prop(gs, "show_obstacle_simulation")
|
||||
|
||||
if __name__ == "__main__": # only for live edit.
|
||||
bpy.utils.register_module(__name__)
|
||||
|
@@ -46,7 +46,7 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel):
|
||||
|
||||
row = layout.row()
|
||||
if fluid is None:
|
||||
row.label("built without fluids")
|
||||
row.label("Built without fluids")
|
||||
return
|
||||
|
||||
row.prop(fluid, "type")
|
||||
|
@@ -773,7 +773,18 @@ class USERPREF_MT_ndof_settings(Menu):
|
||||
|
||||
layout.separator()
|
||||
layout.label(text="orbit options")
|
||||
layout.prop(input_prefs, "ndof_orbit_invert_axes")
|
||||
if input_prefs.view_rotate_method == 'TRACKBALL':
|
||||
layout.prop(input_prefs, "ndof_roll_invert_axis")
|
||||
layout.prop(input_prefs, "ndof_tilt_invert_axis")
|
||||
layout.prop(input_prefs, "ndof_rotate_invert_axis")
|
||||
else:
|
||||
layout.prop(input_prefs, "ndof_orbit_invert_axes")
|
||||
|
||||
layout.separator()
|
||||
layout.label(text="pan options")
|
||||
layout.prop(input_prefs, "ndof_panx_invert_axis")
|
||||
layout.prop(input_prefs, "ndof_pany_invert_axis")
|
||||
layout.prop(input_prefs, "ndof_panz_invert_axis")
|
||||
|
||||
layout.separator()
|
||||
layout.label(text="fly options")
|
||||
|
@@ -770,9 +770,9 @@ class VIEW3D_PT_tools_brush_texture(PaintPanel, Panel):
|
||||
col = row.column()
|
||||
|
||||
if brush.use_texture_overlay:
|
||||
col.prop(brush, "use_texture_overlay", toggle=True, text="", icon='MUTE_IPO_OFF')
|
||||
col.prop(brush, "use_texture_overlay", toggle=True, text="", icon='RESTRICT_VIEW_OFF')
|
||||
else:
|
||||
col.prop(brush, "use_texture_overlay", toggle=True, text="", icon='MUTE_IPO_ON')
|
||||
col.prop(brush, "use_texture_overlay", toggle=True, text="", icon='RESTRICT_VIEW_ON')
|
||||
|
||||
col.active = tex_slot.map_mode in {'FIXED', 'TILED'}
|
||||
|
||||
|
Reference in New Issue
Block a user