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authorThomas Dinges <blender@dingto.org>2013-09-12 17:01:36 +0400
committerThomas Dinges <blender@dingto.org>2013-09-12 17:01:36 +0400
commit679609fbede36faf153994c104315eec68f9eadd (patch)
treee82ab3d9a0d54b96621c5522d2a4643253241433
parentc41bb7961f1eb39dc423949a0474dd63ced53c98 (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.py46
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'