fix for crash with GLSL material when image couldn't be loaded.
also quiet pep8 warnings.
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@@ -33,7 +33,7 @@ class MESH_MT_vertex_group_specials(bpy.types.Menu):
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layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA')
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layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA')
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT')
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All").all=True
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All").all = True
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class MESH_MT_shape_key_specials(bpy.types.Menu):
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@@ -163,7 +163,6 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
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subsub.active = game.use_anisotropic_friction
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subsub.prop(game, "friction_coefficients", text="", slider=True)
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elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
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layout.prop(ob, "hide_render", text="Invisible")
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@@ -347,7 +346,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel, bpy.types.Panel):
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row.prop(gs, "use_frame_rate")
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row.prop(gs, "use_display_lists")
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class RENDER_PT_game_display(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Display"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@@ -177,7 +177,7 @@ class PARTICLE_PT_emission(ParticleButtonsPanel, bpy.types.Panel):
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if part.type == 'HAIR' and not part.use_advanced_hair:
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row.prop(part, "hair_length")
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return
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if part.type != 'HAIR':
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split = layout.split()
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@@ -1034,7 +1034,7 @@ class PARTICLE_PT_field_weights(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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return particle_panel_poll(cls, context)
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@@ -1083,7 +1083,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Vertexgroups"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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return particle_panel_poll(cls, context)
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@@ -42,7 +42,7 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel, bpy.types.Panel):
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if md:
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fluid = md.settings
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row = layout.row()
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if fluid is None:
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row.label("built without fluids")
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@@ -1007,7 +1007,7 @@ class TEXTURE_PT_influence(TextureSlotPanel, bpy.types.Panel):
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row = layout.row()
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# only show bump settings if activated but not for normalmap images
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row.active = tex.use_map_normal and not( tex.texture.type == 'IMAGE' and tex.texture.use_normal_map )
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row.active = tex.use_map_normal and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map)
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col = row.column()
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col.prop(tex, "bump_method", text="Method")
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@@ -166,7 +166,7 @@ class NODE_MT_node(bpy.types.Menu):
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layout.operator("node.read_fullsamplelayers")
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# Node Backdrop options
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# Node Backdrop options
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class NODE_PT_properties(bpy.types.Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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@@ -1169,7 +1169,6 @@ class WM_OT_addon_install(bpy.types.Operator):
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else:
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os.remove(f_full)
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def execute(self, context):
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import traceback
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import zipfile
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@@ -1216,7 +1215,6 @@ class WM_OT_addon_install(bpy.types.Operator):
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elif os.path.exists(path_dest):
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self.report({'WARNING'}, "File already installed to %r\n" % path_dest)
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return {'CANCELLED'}
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#if not compressed file just copy into the addon path
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try:
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@@ -1130,8 +1130,10 @@ static void do_material_tex(GPUShadeInput *shi)
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if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) {
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float ima_x= 512.0f, ima_y= 512.f; // prevent calling textureSize, glsl 1.3 only
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ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, &tex->iuser);
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if(ibuf)
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ima_x= ibuf->x; ima_y= ibuf->y;
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if(ibuf) {
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ima_x= ibuf->x;
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ima_y= ibuf->y;
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}
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GPU_link( mat, "mtex_bump_apply_texspace",
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fDet, dBs, dBt, vR1, vR2,
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