remove use of gettext: _("...") style translation now its handled by rna.

This commit is contained in:
Campbell Barton
2011-09-21 15:18:38 +00:00
parent ae0124157f
commit f4c56a879d
40 changed files with 1963 additions and 2004 deletions

View File

@@ -20,7 +20,6 @@
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
from blf import gettext as _
class WorldButtonsPanel():
@@ -116,12 +115,12 @@ class WORLD_PT_ambient_occlusion(WorldButtonsPanel, Panel):
layout.active = light.use_ambient_occlusion
split = layout.split()
split.prop(light, "ao_factor", text=_("Factor"))
split.prop(light, "ao_factor", text="Factor")
split.prop(light, "ao_blend_type", text="")
class WORLD_PT_environment_lighting(WorldButtonsPanel, Panel):
bl_label = _("Environment Lighting")
bl_label = "Environment Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
@@ -135,7 +134,7 @@ class WORLD_PT_environment_lighting(WorldButtonsPanel, Panel):
layout.active = light.use_environment_light
split = layout.split()
split.prop(light, "environment_energy", text=_("Energy"))
split.prop(light, "environment_energy", text="Energy")
split.prop(light, "environment_color", text="")
@@ -154,11 +153,11 @@ class WORLD_PT_indirect_lighting(WorldButtonsPanel, Panel):
layout.active = light.use_indirect_light and light.gather_method == 'APPROXIMATE'
split = layout.split()
split.prop(light, "indirect_factor", text=_("Factor"))
split.prop(light, "indirect_bounces", text=_("Bounces"))
split.prop(light, "indirect_factor", text="Factor")
split.prop(light, "indirect_bounces", text="Bounces")
if light.gather_method == 'RAYTRACE':
layout.label(text=_("Only works with Approximate gather method"))
layout.label(text="Only works with Approximate gather method")
class WORLD_PT_gather(WorldButtonsPanel, Panel):
@@ -176,18 +175,18 @@ class WORLD_PT_gather(WorldButtonsPanel, Panel):
split = layout.split()
col = split.column()
col.label(text=_("Attenuation:"))
col.label(text="Attenuation:")
if light.gather_method == 'RAYTRACE':
col.prop(light, "distance")
col.prop(light, "use_falloff")
sub = col.row()
sub.active = light.use_falloff
sub.prop(light, "falloff_strength", text=_("Strength"))
sub.prop(light, "falloff_strength", text="Strength")
if light.gather_method == 'RAYTRACE':
col = split.column()
col.label(text=_("Sampling:"))
col.label(text="Sampling:")
col.prop(light, "sample_method", text="")
sub = col.column()
@@ -202,9 +201,9 @@ class WORLD_PT_gather(WorldButtonsPanel, Panel):
if light.gather_method == 'APPROXIMATE':
col = split.column()
col.label(text=_("Sampling:"))
col.label(text="Sampling:")
col.prop(light, "passes")
col.prop(light, "error_threshold", text=_("Error"))
col.prop(light, "error_threshold", text="Error")
col.prop(light, "use_cache")
col.prop(light, "correction")
@@ -258,11 +257,11 @@ class WORLD_PT_stars(WorldButtonsPanel, Panel):
col = split.column()
col.prop(world.star_settings, "size")
col.prop(world.star_settings, "color_random", text=_("Colors"))
col.prop(world.star_settings, "color_random", text="Colors")
col = split.column()
col.prop(world.star_settings, "distance_min", text=_("Min. Dist"))
col.prop(world.star_settings, "average_separation", text=_("Separation"))
col.prop(world.star_settings, "distance_min", text="Min. Dist")
col.prop(world.star_settings, "average_separation", text="Separation")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):