
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
470 lines
18 KiB
Python
470 lines
18 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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class MESH_MT_vertex_group_specials(Menu):
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bl_label = "Vertex Group Specials"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.operator("object.vertex_group_sort", icon='SORTALPHA', text="Sort by Name").sort_type = 'NAME'
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layout.operator("object.vertex_group_sort", icon='ARMATURE_DATA', text="Sort by Bone Hierarchy").sort_type = 'BONE_HIERARCHY'
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layout.operator("object.vertex_group_copy", icon='COPY_ID')
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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').use_topology = False
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layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
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layout.operator("object.vertex_group_remove_from", icon='X', text="Remove from All Groups").use_all_groups = True
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layout.operator("object.vertex_group_remove_from", icon='X', text="Clear Active Group").use_all_verts = True
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All Unlocked Groups").all_unlocked = True
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All Groups").all = True
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layout.separator()
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layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All").action = 'LOCK'
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layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="UnLock All").action = 'UNLOCK'
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layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock Invert All").action = 'INVERT'
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class MESH_MT_shape_key_specials(Menu):
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bl_label = "Shape Key Specials"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.operator("object.shape_key_transfer", icon='COPY_ID') # icon is not ideal
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layout.operator("object.join_shapes", icon='COPY_ID') # icon is not ideal
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layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
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layout.operator("object.shape_key_add", icon='ZOOMIN', text="New Shape From Mix").from_mix = True
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layout.operator("object.shape_key_remove", icon='X', text="Delete All Shapes").all = True
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layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move To Top").type = 'TOP'
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layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move To Bottom").type = 'BOTTOM'
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class MESH_UL_vgroups(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.VertexGroup))
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vgroup = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
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icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
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layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_fmaps(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.FaceMap))
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fmap = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(fmap, "name", text="", emboss=False, icon_value=icon)
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_shape_keys(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.ShapeKey))
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obj = active_data
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# key = data
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key_block = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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split = layout.split(0.66, False)
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split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
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row = split.row(align=True)
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if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
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row.active = False
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if not item.id_data.use_relative:
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row.prop(key_block, "frame", text="", emboss=False)
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elif index > 0:
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row.prop(key_block, "value", text="", emboss=False)
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else:
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row.label(text="")
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row.prop(key_block, "mute", text="", emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_uvmaps_vcols(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(item, "name", text="", emboss=False, icon_value=icon)
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icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
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layout.prop(item, "active_render", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MeshButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.mesh and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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mesh = context.mesh
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif mesh:
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layout.template_ID(space, "pin_id")
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class DATA_PT_normals(MeshButtonsPanel, Panel):
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bl_label = "Normals"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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mesh = context.mesh
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split = layout.split()
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col = split.column()
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col.prop(mesh, "use_auto_smooth")
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sub = col.column()
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sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
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sub.prop(mesh, "auto_smooth_angle", text="Angle")
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split.prop(mesh, "show_double_sided")
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class DATA_PT_texture_space(MeshButtonsPanel, Panel):
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bl_label = "Texture Space"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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mesh = context.mesh
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layout.prop(mesh, "texture_mesh")
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layout.separator()
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layout.prop(mesh, "use_auto_texspace")
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row = layout.row()
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row.column().prop(mesh, "texspace_location", text="Location")
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row.column().prop(mesh, "texspace_size", text="Size")
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class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
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bl_label = "Vertex Groups"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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group = ob.vertex_groups.active
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rows = 2
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if group:
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rows = 4
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row = layout.row()
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row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.vertex_group_add", icon='ZOOMIN', text="")
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col.operator("object.vertex_group_remove", icon='ZOOMOUT', text="").all = False
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col.menu("MESH_MT_vertex_group_specials", icon='DOWNARROW_HLT', text="")
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if group:
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col.separator()
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col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.vertex_groups and (ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex)):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.vertex_group_assign", text="Assign")
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sub.operator("object.vertex_group_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.vertex_group_select", text="Select")
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sub.operator("object.vertex_group_deselect", text="Deselect")
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layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
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class DATA_PT_face_maps(MeshButtonsPanel, Panel):
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bl_label = "Face Maps"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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obj = context.object
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return (obj and obj.type == 'MESH')
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def draw(self, context):
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layout = self.layout
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ob = context.object
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facemap = ob.face_maps.active
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rows = 2
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if facemap:
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rows = 4
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row = layout.row()
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row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.face_map_add", icon='ZOOMIN', text="")
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col.operator("object.face_map_remove", icon='ZOOMOUT', text="")
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if facemap:
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col.separator()
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col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.face_map_assign", text="Assign")
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sub.operator("object.face_map_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.face_map_select", text="Select")
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sub.operator("object.face_map_deselect", text="Deselect")
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class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
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bl_label = "Shape Keys"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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key = ob.data.shape_keys
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kb = ob.active_shape_key
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enable_edit = ob.mode != 'EDIT'
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enable_edit_value = False
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if ob.show_only_shape_key is False:
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if enable_edit or (ob.type == 'MESH' and ob.use_shape_key_edit_mode):
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enable_edit_value = True
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row = layout.row()
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rows = 2
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if kb:
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rows = 4
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row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("object.shape_key_add", icon='ZOOMIN', text="").from_mix = False
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sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="").all = False
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sub.menu("MESH_MT_shape_key_specials", icon='DOWNARROW_HLT', text="")
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if kb:
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col.separator()
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sub = col.column(align=True)
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sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
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sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
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split = layout.split(percentage=0.4)
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row = split.row()
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row.enabled = enable_edit
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row.prop(key, "use_relative")
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row = split.row()
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row.alignment = 'RIGHT'
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sub = row.row(align=True)
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sub.label() # XXX, for alignment only
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subsub = sub.row(align=True)
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subsub.active = enable_edit_value
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subsub.prop(ob, "show_only_shape_key", text="")
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sub.prop(ob, "use_shape_key_edit_mode", text="")
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sub = row.row()
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if key.use_relative:
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sub.operator("object.shape_key_clear", icon='X', text="")
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else:
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sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
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if key.use_relative:
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if ob.active_shape_key_index != 0:
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row = layout.row()
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row.active = enable_edit_value
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row.prop(kb, "value")
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split = layout.split()
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col = split.column(align=True)
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col.active = enable_edit_value
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col.label(text="Range:")
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col.prop(kb, "slider_min", text="Min")
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col.prop(kb, "slider_max", text="Max")
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col = split.column(align=True)
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col.active = enable_edit_value
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col.label(text="Blend:")
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col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="")
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col.prop_search(kb, "relative_key", key, "key_blocks", text="")
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else:
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layout.prop(kb, "interpolation")
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row = layout.column()
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row.active = enable_edit_value
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row.prop(key, "eval_time")
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class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
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bl_label = "UV Maps"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps_vcols", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
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col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
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class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
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bl_label = "Vertex Colors"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
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col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
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class DATA_PT_customdata(MeshButtonsPanel, Panel):
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bl_label = "Geometry Data"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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obj = context.object
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me = context.mesh
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col = layout.column()
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col.operator("mesh.customdata_mask_clear", icon='X')
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col.operator("mesh.customdata_skin_clear", icon='X')
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if me.has_custom_normals:
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col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
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else:
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col.operator("mesh.customdata_custom_splitnormals_add", icon='ZOOMIN')
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col = layout.column()
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col.enabled = (obj.mode != 'EDIT')
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col.prop(me, "use_customdata_vertex_bevel")
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|
col.prop(me, "use_customdata_edge_bevel")
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col.prop(me, "use_customdata_edge_crease")
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|
|
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|
|
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
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|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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|
_context_path = "object.data"
|
|
_property_type = bpy.types.Mesh
|
|
|
|
|
|
classes = (
|
|
MESH_MT_vertex_group_specials,
|
|
MESH_MT_shape_key_specials,
|
|
MESH_UL_vgroups,
|
|
MESH_UL_fmaps,
|
|
MESH_UL_shape_keys,
|
|
MESH_UL_uvmaps_vcols,
|
|
DATA_PT_context_mesh,
|
|
DATA_PT_normals,
|
|
DATA_PT_texture_space,
|
|
DATA_PT_vertex_groups,
|
|
DATA_PT_face_maps,
|
|
DATA_PT_shape_keys,
|
|
DATA_PT_uv_texture,
|
|
DATA_PT_vertex_colors,
|
|
DATA_PT_customdata,
|
|
DATA_PT_custom_props_mesh,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|