diff options
author | Thomas Dinges <blender@dingto.org> | 2013-09-12 17:01:36 +0400 |
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committer | Thomas Dinges <blender@dingto.org> | 2013-09-12 17:01:36 +0400 |
commit | 679609fbede36faf153994c104315eec68f9eadd (patch) | |
tree | e82ab3d9a0d54b96621c5522d2a4643253241433 | |
parent | c41bb7961f1eb39dc423949a0474dd63ced53c98 (diff) |
3D View / UI:
* Decouple "Display" panel, into Display and Shading panels, so one of them can be closed when not needed. (Saves some space).
Patch by Sebastian König, with tweaks by myself.
-rw-r--r-- | release/scripts/startup/bl_ui/space_view3d.py | 46 |
1 files changed, 33 insertions, 13 deletions
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py index 1ea1c0a892c..b1ee7266a10 100644 --- a/release/scripts/startup/bl_ui/space_view3d.py +++ b/release/scripts/startup/bl_ui/space_view3d.py @@ -2592,19 +2592,6 @@ class VIEW3D_PT_view3d_display(Panel): subsub.active = scene.unit_settings.system == 'NONE' subsub.prop(view, "grid_subdivisions", text="Subdivisions") - if not scene.render.use_shading_nodes: - col = layout.column() - col.label(text="Shading:") - col.prop(gs, "material_mode", text="") - col.prop(view, "show_textured_solid") - if view.viewport_shade == 'SOLID': - col.prop(view, "use_matcap") - if view.use_matcap: - col.template_icon_view(view, "matcap_icon") - col.prop(view, "show_backface_culling") - if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}: - col.prop(view, "show_occlude_wire") - layout.separator() region = view.region_quadview @@ -2622,6 +2609,39 @@ class VIEW3D_PT_view3d_display(Panel): row.prop(region, "use_box_clip") +class VIEW3D_PT_view3d_shading(Panel): + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_label = "Shading" + bl_options = {'DEFAULT_CLOSED'} + + @classmethod + def poll(cls, context): + view = context.space_data + return (view) + + def draw(self, context): + layout = self.layout + + view = context.space_data + scene = context.scene + gs = scene.game_settings + obj = context.object + + col = layout.column() + + if not scene.render.use_shading_nodes: + col.prop(gs, "material_mode", text="") + col.prop(view, "show_textured_solid") + if view.viewport_shade == 'SOLID': + col.prop(view, "use_matcap") + if view.use_matcap: + col.template_icon_view(view, "matcap_icon") + col.prop(view, "show_backface_culling") + if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}: + col.prop(view, "show_occlude_wire") + + class VIEW3D_PT_view3d_motion_tracking(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' |