diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /release/scripts/startup/bl_ui/properties_material.py | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (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.py | 115 |
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, |