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authorDalai Felinto <dfelinto@gmail.com>2011-09-26 10:39:19 +0400
committerDalai Felinto <dfelinto@gmail.com>2011-09-26 10:39:19 +0400
commit11a0e008199a98c3e5863a6e5cc5357f2b949c55 (patch)
treec54030055df7fcfeff282e24056456d855f2c4df
parent2d91b6cda7e78966e981de84d0d0b27371348b82 (diff)
BGE Material settings renaming Back Culling to Backface Culling and make it on by default
under suggestion of Mitchell Stokes (Moguri)
-rw-r--r--doc/python_api/rst/change_log.rst2
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py2
-rw-r--r--source/blender/blenkernel/intern/material.c2
-rw-r--r--source/blender/makesrna/intern/rna_material.c4
4 files changed, 5 insertions, 5 deletions
diff --git a/doc/python_api/rst/change_log.rst b/doc/python_api/rst/change_log.rst
index 8ed161a236b..b9c154bb9d0 100644
--- a/doc/python_api/rst/change_log.rst
+++ b/doc/python_api/rst/change_log.rst
@@ -1396,7 +1396,7 @@ Moved
* **hide** -> :class:`bpy.types.Material.game_settings.invisible`
* **use_collision** -> :class:`bpy.types.Material.game_settings.physics`
* **use_light** -> :class:`bpy.types.Material.game_settings.use_shadeless`
-* **use_twoside** -> :class:`bpy.types.Material.game_settings.back_culling`
+* **use_twoside** -> :class:`bpy.types.Material.game_settings.backface_culling`
* **use_bitmap_text** -> :class:`bpy.types.Material.game_settings.text`
* **blend_type** -> :class:`bpy.types.Material.game_settings.alpha_blend`
* **use_alpha_sort** -> :class:`bpy.types.Material.game_settings.alpha_blend`
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 1c9ff6dda0e..de527f9e9b8 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -625,7 +625,7 @@ class MATERIAL_PT_game_settings(MaterialButtonsPanel, bpy.types.Panel):
game = context.material.game_settings # dont use node material
row = layout.row()
- row.prop(game, "back_culling")
+ row.prop(game, "backface_culling")
row.prop(game, "invisible")
row.prop(game, "text")
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index f27046fe603..a25da56d573 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -193,7 +193,7 @@ void init_material(Material *ma)
ma->vol.ms_diff = 1.f;
ma->vol.ms_intensity = 1.f;
- ma->game.flag=0;
+ ma->game.flag = GEMAT_BACKCULL;
ma->game.alpha_blend=0;
ma->game.face_orientation=0;
diff --git a/source/blender/makesrna/intern/rna_material.c b/source/blender/makesrna/intern/rna_material.c
index 6ed2147ce1b..54631da7bca 100644
--- a/source/blender/makesrna/intern/rna_material.c
+++ b/source/blender/makesrna/intern/rna_material.c
@@ -767,9 +767,9 @@ static void rna_def_material_gamesettings(BlenderRNA *brna)
RNA_def_struct_nested(brna, srna, "Material");
RNA_def_struct_ui_text(srna, "Material Game Settings", "Game Engine settings for a Material datablock");
- prop= RNA_def_property(srna, "back_culling", PROP_BOOLEAN, PROP_NONE);
+ prop= RNA_def_property(srna, "backface_culling", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", GEMAT_BACKCULL); /* use bitflags */
- RNA_def_property_ui_text(prop, "Back Culling", "Hide Back of the face in Game Engine ");
+ RNA_def_property_ui_text(prop, "Backface Culling", "Hide Back of the face in Game Engine ");
RNA_def_property_update(prop, 0, "rna_Material_draw_update");
prop= RNA_def_property(srna, "text", PROP_BOOLEAN, PROP_NONE);