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authorDalai Felinto <dfelinto@gmail.com>2017-10-16 22:15:03 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-10-16 22:29:04 +0300
commite4f2b2be26adbb5c34231598526a270559c6e183 (patch)
tree40601b1349372904cffe619003dcc83b7011d8be /release/scripts/startup/bl_ui/space_node.py
parente8962f90de4222d6f750d3d3478eff65490365d8 (diff)
Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
Diffstat (limited to 'release/scripts/startup/bl_ui/space_node.py')
-rw-r--r--release/scripts/startup/bl_ui/space_node.py11
1 files changed, 6 insertions, 5 deletions
diff --git a/release/scripts/startup/bl_ui/space_node.py b/release/scripts/startup/bl_ui/space_node.py
index 3def0ca6328..335ef67c847 100644
--- a/release/scripts/startup/bl_ui/space_node.py
+++ b/release/scripts/startup/bl_ui/space_node.py
@@ -51,13 +51,14 @@ class NODE_HT_header(Header):
NODE_MT_editor_menus.draw_collapsible(context, layout)
layout.prop(snode, "tree_type", text="", expand=True)
+ use_shading_nodes = scene.view_render.use_shading_nodes or context.view_render.use_shading_nodes
if snode.tree_type == 'ShaderNodeTree':
- if scene.render.use_shading_nodes:
+ if use_shading_nodes:
layout.prop(snode, "shader_type", text="", expand=True)
ob = context.object
- if (not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT') and ob:
+ if (not use_shading_nodes or snode.shader_type == 'OBJECT') and ob:
row = layout.row()
# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
row.enabled = not snode.pin
@@ -69,17 +70,17 @@ class NODE_HT_header(Header):
row.template_ID(id_from, "active_material", new="material.new")
# Don't show "Use Nodes" Button when Engine is BI for Lamps
- if snode_id and not (scene.render.use_shading_nodes == 0 and ob.type == 'LAMP'):
+ if snode_id and not (use_shading_nodes == 0 and ob.type == 'LAMP'):
layout.prop(snode_id, "use_nodes")
- if scene.render.use_shading_nodes and snode.shader_type == 'WORLD':
+ if use_shading_nodes and snode.shader_type == 'WORLD':
row = layout.row()
row.enabled = not snode.pin
row.template_ID(scene, "world", new="world.new")
if snode_id:
row.prop(snode_id, "use_nodes")
- if scene.render.use_shading_nodes and snode.shader_type == 'LINESTYLE':
+ if use_shading_nodes and snode.shader_type == 'LINESTYLE':
rl = context.scene.render.layers.active
lineset = rl.freestyle_settings.linesets.active
if lineset is not None: