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authorXiao Xiangquan <xiaoxiangquan@gmail.com>2011-08-02 20:51:50 +0400
committerXiao Xiangquan <xiaoxiangquan@gmail.com>2011-08-02 20:51:50 +0400
commit79656a65e0abc4740f0d87232b09a1172e22bfdd (patch)
tree217bfdbe86a76f2cd1249b67c31c33dd025d1188 /release/scripts/startup/bl_ui/properties_material.py
parent66d1707293f53d78978b7bcbc1d13d35e2d4398b (diff)
finish handle for properties_XXX scripts
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_material.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py196
1 files changed, 98 insertions, 98 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 2a52ae23782..9f988f58b24 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -19,7 +19,7 @@
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
-
+from blf import gettext as _
def active_node_mat(mat):
# TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
@@ -51,14 +51,14 @@ def simple_material(mat):
class MATERIAL_MT_sss_presets(bpy.types.Menu):
- bl_label = "SSS Presets"
+ bl_label = _("SSS Presets")
preset_subdir = "sss"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class MATERIAL_MT_specials(bpy.types.Menu):
- bl_label = "Material Specials"
+ bl_label = _("Material Specials")
def draw(self, context):
layout = self.layout
@@ -113,9 +113,9 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
if ob.mode == 'EDIT':
row = layout.row(align=True)
- row.operator("object.material_slot_assign", text="Assign")
- row.operator("object.material_slot_select", text="Select")
- row.operator("object.material_slot_deselect", text="Deselect")
+ row.operator("object.material_slot_assign", text=_("Assign"))
+ row.operator("object.material_slot_select", text=_("Select"))
+ row.operator("object.material_slot_deselect", text=_("Deselect"))
split = layout.split(percentage=0.65)
@@ -141,11 +141,11 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
if mat.active_node_material:
row.prop(mat.active_node_material, "name", text="")
else:
- row.label(text="No material node selected")
+ row.label(text=_("No material node selected"))
class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Preview"
+ bl_label = _("Preview")
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
@@ -153,7 +153,7 @@ class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_pipeline(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Render Pipeline Options"
+ bl_label = _("Render Pipeline Options")
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -196,15 +196,15 @@ class MATERIAL_PT_pipeline(MaterialButtonsPanel, bpy.types.Panel):
col = split.column()
col.active = mat_type
- col.prop(mat, "use_cast_shadows_only", text="Cast Only")
- col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
+ col.prop(mat, "use_cast_shadows_only", text=_("Cast Only"))
+ col.prop(mat, "shadow_cast_alpha", text=_("Casting Alpha"))
col.prop(mat, "use_cast_buffer_shadows")
col.prop(mat, "use_cast_approximate")
col.prop(mat, "pass_index")
class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Diffuse"
+ bl_label = _("Diffuse")
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
@@ -224,12 +224,12 @@ class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
col.prop(mat, "diffuse_color", text="")
sub = col.column()
sub.active = (not mat.use_shadeless)
- sub.prop(mat, "diffuse_intensity", text="Intensity")
+ sub.prop(mat, "diffuse_intensity", text=_("Intensity"))
col = split.column()
col.active = (not mat.use_shadeless)
col.prop(mat, "diffuse_shader", text="")
- col.prop(mat, "use_diffuse_ramp", text="Ramp")
+ col.prop(mat, "use_diffuse_ramp", text=_("Ramp"))
col = layout.column()
col.active = (not mat.use_shadeless)
@@ -239,12 +239,12 @@ class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
col.prop(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
row = col.row()
- row.prop(mat, "diffuse_toon_size", text="Size")
- row.prop(mat, "diffuse_toon_smooth", text="Smooth")
+ row.prop(mat, "diffuse_toon_size", text=_("Size"))
+ row.prop(mat, "diffuse_toon_smooth", text=_("Smooth"))
elif mat.diffuse_shader == 'FRESNEL':
row = col.row()
- row.prop(mat, "diffuse_fresnel", text="Fresnel")
- row.prop(mat, "diffuse_fresnel_factor", text="Factor")
+ row.prop(mat, "diffuse_fresnel", text=_("Fresnel"))
+ row.prop(mat, "diffuse_fresnel_factor", text=_("Factor"))
if mat.use_diffuse_ramp:
layout.separator()
@@ -252,14 +252,14 @@ class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
layout.separator()
row = layout.row()
- row.prop(mat, "diffuse_ramp_input", text="Input")
- row.prop(mat, "diffuse_ramp_blend", text="Blend")
+ row.prop(mat, "diffuse_ramp_input", text=_("Input"))
+ row.prop(mat, "diffuse_ramp_blend", text=_("Blend"))
- layout.prop(mat, "diffuse_ramp_factor", text="Factor")
+ layout.prop(mat, "diffuse_ramp_factor", text=_("Factor"))
class MATERIAL_PT_specular(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Specular"
+ bl_label = _("Specular")
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
@@ -279,25 +279,25 @@ class MATERIAL_PT_specular(MaterialButtonsPanel, bpy.types.Panel):
col = split.column()
col.prop(mat, "specular_color", text="")
- col.prop(mat, "specular_intensity", text="Intensity")
+ col.prop(mat, "specular_intensity", text=_("Intensity"))
col = split.column()
col.prop(mat, "specular_shader", text="")
- col.prop(mat, "use_specular_ramp", text="Ramp")
+ col.prop(mat, "use_specular_ramp", text=_("Ramp"))
col = layout.column()
if mat.specular_shader in {'COOKTORR', 'PHONG'}:
- col.prop(mat, "specular_hardness", text="Hardness")
+ col.prop(mat, "specular_hardness", text=_("Hardness"))
elif mat.specular_shader == 'BLINN':
row = col.row()
- row.prop(mat, "specular_hardness", text="Hardness")
- row.prop(mat, "specular_ior", text="IOR")
+ row.prop(mat, "specular_hardness", text=_("Hardness"))
+ row.prop(mat, "specular_ior", text=_("IOR"))
elif mat.specular_shader == 'WARDISO':
- col.prop(mat, "specular_slope", text="Slope")
+ col.prop(mat, "specular_slope", text=_("Slope"))
elif mat.specular_shader == 'TOON':
row = col.row()
- row.prop(mat, "specular_toon_size", text="Size")
- row.prop(mat, "specular_toon_smooth", text="Smooth")
+ row.prop(mat, "specular_toon_size", text=_("Size"))
+ row.prop(mat, "specular_toon_smooth", text=_("Smooth"))
if mat.use_specular_ramp:
layout.separator()
@@ -305,14 +305,14 @@ class MATERIAL_PT_specular(MaterialButtonsPanel, bpy.types.Panel):
layout.separator()
row = layout.row()
- row.prop(mat, "specular_ramp_input", text="Input")
- row.prop(mat, "specular_ramp_blend", text="Blend")
+ row.prop(mat, "specular_ramp_input", text=_("Input"))
+ row.prop(mat, "specular_ramp_blend", text=_("Blend"))
- layout.prop(mat, "specular_ramp_factor", text="Factor")
+ layout.prop(mat, "specular_ramp_factor", text=_("Factor"))
class MATERIAL_PT_shading(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Shading"
+ bl_label = _("Shading")
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
@@ -346,7 +346,7 @@ class MATERIAL_PT_shading(MaterialButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Transparency"
+ bl_label = _("Transparency")
# bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -381,14 +381,14 @@ class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
col.prop(mat, "alpha")
row = col.row()
row.active = (base_mat.transparency_method != 'MASK') and (not mat.use_shadeless)
- row.prop(mat, "specular_alpha", text="Specular")
+ row.prop(mat, "specular_alpha", text=_("Specular"))
col = split.column()
col.active = (not mat.use_shadeless)
col.prop(rayt, "fresnel")
sub = col.column()
sub.active = rayt.fresnel > 0
- sub.prop(rayt, "fresnel_factor", text="Blend")
+ sub.prop(rayt, "fresnel_factor", text=_("Blend"))
if base_mat.transparency_method == 'RAYTRACE':
layout.separator()
@@ -403,16 +403,16 @@ class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
col.prop(rayt, "depth")
col = split.column()
- col.label(text="Gloss:")
- col.prop(rayt, "gloss_factor", text="Amount")
+ col.label(text=_("Gloss:"))
+ col.prop(rayt, "gloss_factor", text=_("Amount"))
sub = col.column()
sub.active = rayt.gloss_factor < 1.0
- sub.prop(rayt, "gloss_threshold", text="Threshold")
- sub.prop(rayt, "gloss_samples", text="Samples")
+ sub.prop(rayt, "gloss_threshold", text=_("Threshold"))
+ sub.prop(rayt, "gloss_samples", text=_("Samples"))
class MATERIAL_PT_mirror(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Mirror"
+ bl_label = _("Mirror")
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -445,32 +445,32 @@ class MATERIAL_PT_mirror(MaterialButtonsPanel, bpy.types.Panel):
col.prop(raym, "fresnel")
sub = col.column()
sub.active = raym.fresnel > 0
- sub.prop(raym, "fresnel_factor", text="Blend")
+ sub.prop(raym, "fresnel_factor", text=_("Blend"))
split = layout.split()
col = split.column()
col.separator()
col.prop(raym, "depth")
- col.prop(raym, "distance", text="Max Dist")
+ col.prop(raym, "distance", text=_("Max Dist"))
col.separator()
sub = col.split(percentage=0.4)
sub.active = raym.distance > 0.0
- sub.label(text="Fade To:")
+ sub.label(text=_("Fade To:"))
sub.prop(raym, "fade_to", text="")
col = split.column()
- col.label(text="Gloss:")
- col.prop(raym, "gloss_factor", text="Amount")
+ col.label(text=_("Gloss:"))
+ col.prop(raym, "gloss_factor", text=_("Amount"))
sub = col.column()
sub.active = raym.gloss_factor < 1.0
- sub.prop(raym, "gloss_threshold", text="Threshold")
- sub.prop(raym, "gloss_samples", text="Samples")
- sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
+ sub.prop(raym, "gloss_threshold", text=_("Threshold"))
+ sub.prop(raym, "gloss_samples", text=_("Samples"))
+ sub.prop(raym, "gloss_anisotropic", text=_("Anisotropic"))
class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Subsurface Scattering"
+ bl_label = _("Subsurface Scattering")
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -507,22 +507,22 @@ class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
col.prop(sss, "ior")
col.prop(sss, "scale")
col.prop(sss, "color", text="")
- col.prop(sss, "radius", text="RGB Radius", expand=True)
+ col.prop(sss, "radius", text=_("RGB Radius"), expand=True)
col = split.column()
sub = col.column(align=True)
- sub.label(text="Blend:")
- sub.prop(sss, "color_factor", text="Color")
- sub.prop(sss, "texture_factor", text="Texture")
- sub.label(text="Scattering Weight:")
+ sub.label(text=_("Blend:"))
+ sub.prop(sss, "color_factor", text=_("Color"))
+ sub.prop(sss, "texture_factor", text=_("Texture"))
+ sub.label(text=_("Scattering Weight:"))
sub.prop(sss, "front")
sub.prop(sss, "back")
col.separator()
- col.prop(sss, "error_threshold", text="Error")
+ col.prop(sss, "error_threshold", text=_("Error"))
class MATERIAL_PT_halo(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Halo"
+ bl_label = _("Halo")
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
@@ -558,7 +558,7 @@ class MATERIAL_PT_halo(MaterialButtonsPanel, bpy.types.Panel):
col.prop(halo, "hardness")
col.prop(halo, "add")
- layout.label(text="Options:")
+ layout.label(text=_("Options:"))
split = layout.split()
col = split.column()
@@ -575,7 +575,7 @@ class MATERIAL_PT_halo(MaterialButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_flare(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Flare"
+ bl_label = _("Flare")
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
@@ -600,17 +600,17 @@ class MATERIAL_PT_flare(MaterialButtonsPanel, bpy.types.Panel):
split = layout.split()
col = split.column()
- col.prop(halo, "flare_size", text="Size")
- col.prop(halo, "flare_boost", text="Boost")
- col.prop(halo, "flare_seed", text="Seed")
+ col.prop(halo, "flare_size", text=_("Size"))
+ col.prop(halo, "flare_boost", text=_("Boost"))
+ col.prop(halo, "flare_seed", text=_("Seed"))
col = split.column()
- col.prop(halo, "flare_subflare_count", text="Subflares")
- col.prop(halo, "flare_subflare_size", text="Subsize")
+ col.prop(halo, "flare_subflare_count", text=_("Subflares"))
+ col.prop(halo, "flare_subflare_size", text=_("Subsize"))
class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Physics"
+ bl_label = _("Physics")
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
@@ -628,7 +628,7 @@ class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
row.prop(phys, "elasticity", slider=True)
row = layout.row()
- row.label(text="Force Field:")
+ row.label(text=_("Force Field:"))
row = layout.row()
row.prop(phys, "fh_force")
@@ -640,7 +640,7 @@ class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Strand"
+ bl_label = _("Strand")
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -660,10 +660,10 @@ class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
col = split.column()
sub = col.column(align=True)
- sub.label(text="Size:")
- sub.prop(tan, "root_size", text="Root")
- sub.prop(tan, "tip_size", text="Tip")
- sub.prop(tan, "size_min", text="Minimum")
+ sub.label(text=_("Size:"))
+ sub.prop(tan, "root_size", text=_("Root"))
+ sub.prop(tan, "tip_size", text=_("Tip"))
+ sub.prop(tan, "size_min", text=_("Minimum"))
sub.prop(tan, "use_blender_units")
sub = col.column()
sub.active = (not mat.use_shadeless)
@@ -671,7 +671,7 @@ class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
col.prop(tan, "shape")
col = split.column()
- col.label(text="Shading:")
+ col.label(text=_("Shading:"))
col.prop(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH':
@@ -681,13 +681,13 @@ class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
col.separator()
sub = col.column()
sub.active = (not mat.use_shadeless)
- sub.label("Surface diffuse:")
+ sub.label(_("Surface diffuse:"))
sub = col.column()
- sub.prop(tan, "blend_distance", text="Distance")
+ sub.prop(tan, "blend_distance", text=_("Distance"))
class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Options"
+ bl_label = _("Options")
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
@@ -716,11 +716,11 @@ class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
sub.prop(mat, "offset_z")
sub.active = mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
sub = col.column(align=True)
- sub.label(text="Light Group:")
+ sub.label(text=_("Light Group:"))
sub.prop(mat, "light_group", text="")
row = sub.row()
row.active = bool(mat.light_group)
- row.prop(mat, "use_light_group_exclusive", text="Exclusive")
+ row.prop(mat, "use_light_group_exclusive", text=_("Exclusive"))
col = split.column()
col.prop(mat, "use_face_texture")
@@ -736,7 +736,7 @@ class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Shadow"
+ bl_label = _("Shadow")
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -755,12 +755,12 @@ class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
split = layout.split()
col = split.column()
- col.prop(mat, "use_shadows", text="Receive")
- col.prop(mat, "use_transparent_shadows", text="Receive Transparent")
+ col.prop(mat, "use_shadows", text=_("Receive"))
+ col.prop(mat, "use_transparent_shadows", text=_("Receive Transparent"))
if simple_material(base_mat):
- col.prop(mat, "use_cast_shadows_only", text="Cast Only")
- col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
- col.prop(mat, "use_only_shadow", text="Shadows Only")
+ col.prop(mat, "use_cast_shadows_only", text=_("Cast Only"))
+ col.prop(mat, "shadow_cast_alpha", text=_("Casting Alpha"))
+ col.prop(mat, "use_only_shadow", text=_("Shadows Only"))
sub = col.column()
sub.active = mat.use_only_shadow
sub.prop(mat, "shadow_only_type", text="")
@@ -770,17 +770,17 @@ class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
col.prop(mat, "use_cast_buffer_shadows")
sub = col.column()
sub.active = mat.use_cast_buffer_shadows
- sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
- col.prop(mat, "use_ray_shadow_bias", text="Auto Ray Bias")
+ sub.prop(mat, "shadow_buffer_bias", text=_("Buffer Bias"))
+ col.prop(mat, "use_ray_shadow_bias", text=_("Auto Ray Bias"))
sub = col.column()
sub.active = (not mat.use_ray_shadow_bias)
- sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
+ sub.prop(mat, "shadow_ray_bias", text=_("Ray Bias"))
if simple_material(base_mat):
col.prop(mat, "use_cast_approximate")
class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Transparency"
+ bl_label = _("Transparency")
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_GAME'}
@@ -823,7 +823,7 @@ class VolumeButtonsPanel():
class MATERIAL_PT_volume_density(VolumeButtonsPanel, bpy.types.Panel):
- bl_label = "Density"
+ bl_label = _("Density")
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
@@ -837,7 +837,7 @@ class MATERIAL_PT_volume_density(VolumeButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_volume_shading(VolumeButtonsPanel, bpy.types.Panel):
- bl_label = "Shading"
+ bl_label = _("Shading")
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
@@ -862,7 +862,7 @@ class MATERIAL_PT_volume_shading(VolumeButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel, bpy.types.Panel):
- bl_label = "Lighting"
+ bl_label = _("Lighting")
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
@@ -887,7 +887,7 @@ class MATERIAL_PT_volume_lighting(VolumeButtonsPanel, bpy.types.Panel):
sub = col.column()
sub.enabled = True
sub.active = False
- sub.label("Light Cache Enabled")
+ sub.label(_("Light Cache Enabled"))
col.prop(vol, "cache_resolution")
sub = col.column(align=True)
@@ -897,7 +897,7 @@ class MATERIAL_PT_volume_lighting(VolumeButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_volume_transp(VolumeButtonsPanel, bpy.types.Panel):
- bl_label = "Transparency"
+ bl_label = _("Transparency")
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
@@ -915,7 +915,7 @@ class MATERIAL_PT_volume_transp(VolumeButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_volume_integration(VolumeButtonsPanel, bpy.types.Panel):
- bl_label = "Integration"
+ bl_label = _("Integration")
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
@@ -926,7 +926,7 @@ class MATERIAL_PT_volume_integration(VolumeButtonsPanel, bpy.types.Panel):
split = layout.split()
col = split.column()
- col.label(text="Step Calculation:")
+ col.label(text=_("Step Calculation:"))
col.prop(vol, "step_method", text="")
col = col.column(align=True)
col.prop(vol, "step_size")
@@ -937,7 +937,7 @@ class MATERIAL_PT_volume_integration(VolumeButtonsPanel, bpy.types.Panel):
class MATERIAL_PT_volume_options(VolumeButtonsPanel, bpy.types.Panel):
- bl_label = "Options"
+ bl_label = _("Options")
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
bl_options = {'DEFAULT_CLOSED'}
@@ -961,11 +961,11 @@ class MATERIAL_PT_volume_options(VolumeButtonsPanel, bpy.types.Panel):
col.prop(mat, "use_mist")
col = split.column()
- col.label(text="Light Group:")
+ col.label(text=_("Light Group:"))
col.prop(mat, "light_group", text="")
row = col.row()
row.active = bool(mat.light_group)
- row.prop(mat, "use_light_group_exclusive", text="Exclusive")
+ row.prop(mat, "use_light_group_exclusive", text=_("Exclusive"))
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, bpy.types.Panel):