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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /release/scripts/startup/bl_ui/properties_material.py
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_material.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py115
1 files changed, 10 insertions, 105 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index edbe6816e5b..5010ea1e096 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -107,7 +107,7 @@ class MaterialButtonsPanel:
class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -183,7 +183,7 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.material)
@@ -192,7 +192,7 @@ class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
class MATERIAL_PT_pipeline(MaterialButtonsPanel, Panel):
bl_label = "Render Pipeline Options"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -245,7 +245,7 @@ class MATERIAL_PT_pipeline(MaterialButtonsPanel, Panel):
class MATERIAL_PT_diffuse(MaterialButtonsPanel, Panel):
bl_label = "Diffuse"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -302,7 +302,7 @@ class MATERIAL_PT_diffuse(MaterialButtonsPanel, Panel):
class MATERIAL_PT_specular(MaterialButtonsPanel, Panel):
bl_label = "Specular"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -355,7 +355,7 @@ class MATERIAL_PT_specular(MaterialButtonsPanel, Panel):
class MATERIAL_PT_shading(MaterialButtonsPanel, Panel):
bl_label = "Shading"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -650,66 +650,6 @@ class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
col.prop(halo, "flare_subflare_size", text="Subsize")
-class MATERIAL_PT_game_settings(MaterialButtonsPanel, Panel):
- bl_label = "Game Settings"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- return context.material and (context.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
- game = context.material.game_settings # don't use node material
-
- row = layout.row()
- row.prop(game, "use_backface_culling")
- row.prop(game, "invisible")
- row.prop(game, "text")
-
- row = layout.row()
- row.label(text="Alpha Blend:")
- row.label(text="Face Orientation:")
- row = layout.row()
- row.prop(game, "alpha_blend", text="")
- row.prop(game, "face_orientation", text="")
-
-
-class MATERIAL_PT_physics(MaterialButtonsPanel, Panel):
- bl_label = "Physics"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw_header(self, context):
- game = context.material.game_settings
- self.layout.prop(game, "physics", text="")
-
- @classmethod
- def poll(cls, context):
- return context.material and (context.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
- layout.active = context.material.game_settings.physics
-
- phys = context.material.physics # don't use node material
-
- split = layout.split()
- row = split.row()
- row.prop(phys, "friction")
- row.prop(phys, "elasticity", slider=True)
-
- row = layout.row()
- row.label(text="Force Field:")
-
- row = layout.row()
- row.prop(phys, "fh_force")
- row.prop(phys, "fh_damping", slider=True)
-
- row = layout.row()
- row.prop(phys, "fh_distance")
- row.prop(phys, "use_fh_normal")
-
-
class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
bl_label = "Strand"
bl_options = {'DEFAULT_CLOSED'}
@@ -759,7 +699,7 @@ class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
class MATERIAL_PT_options(MaterialButtonsPanel, Panel):
bl_label = "Options"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -809,7 +749,7 @@ class MATERIAL_PT_options(MaterialButtonsPanel, Panel):
class MATERIAL_PT_shadow(MaterialButtonsPanel, Panel):
bl_label = "Shadow"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -856,38 +796,6 @@ class MATERIAL_PT_shadow(MaterialButtonsPanel, Panel):
col.prop(mat, "use_cast_approximate")
-class MATERIAL_PT_transp_game(MaterialButtonsPanel, Panel):
- bl_label = "Transparency"
- bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- mat = context.material
- engine = context.engine
- return check_material(mat) and (engine in cls.COMPAT_ENGINES)
-
- def draw_header(self, context):
- mat = context.material
-
- if simple_material(mat):
- self.layout.prop(mat, "use_transparency", text="")
-
- def draw(self, context):
- layout = self.layout
- base_mat = context.material
- mat = active_node_mat(base_mat)
-
- layout.active = mat.use_transparency
-
- if simple_material(base_mat):
- row = layout.row()
- row.prop(mat, "transparency_method", expand=True)
-
- layout.prop(mat, "alpha")
- layout.prop(mat, "specular_alpha", text="Specular")
-
-
class VolumeButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -1017,7 +925,7 @@ class MATERIAL_PT_volume_integration(VolumeButtonsPanel, Panel):
class MATERIAL_PT_volume_options(VolumeButtonsPanel, Panel):
bl_label = "Options"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
bl_options = {'DEFAULT_CLOSED'}
@classmethod
@@ -1048,7 +956,7 @@ class MATERIAL_PT_volume_options(VolumeButtonsPanel, Panel):
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
_context_path = "material"
_property_type = bpy.types.Material
@@ -1207,12 +1115,9 @@ classes = (
MATERIAL_PT_sss,
MATERIAL_PT_halo,
MATERIAL_PT_flare,
- MATERIAL_PT_game_settings,
- MATERIAL_PT_physics,
MATERIAL_PT_strand,
MATERIAL_PT_options,
MATERIAL_PT_shadow,
- MATERIAL_PT_transp_game,
MATERIAL_PT_volume_density,
MATERIAL_PT_volume_shading,
MATERIAL_PT_volume_lighting,