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authorCampbell Barton <ideasman42@gmail.com>2010-08-19 21:10:43 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-19 21:10:43 +0400
commit7c98860a0daa9bb7eae8be19d2f7bcdb2ce2519f (patch)
tree9f4e72dae941a93b9c6c42390a1c72dac706ef82 /release/scripts
parenteee445590a29df35bc27482660937115546f635e (diff)
rna renaming FModifier & GameObjectSettings
Diffstat (limited to 'release/scripts')
-rw-r--r--release/scripts/ui/properties_game.py28
1 files changed, 14 insertions, 14 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py
index 1a71f4fb280..ee026a3663a 100644
--- a/release/scripts/ui/properties_game.py
+++ b/release/scripts/ui/properties_game.py
@@ -56,8 +56,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
col.prop(ob, "hide_render", text="Invisible") # out of place but useful
col = split.column()
- col.prop(game, "material_physics")
- col.prop(game, "rotate_from_normal")
+ col.prop(game, "use_material_physics")
+ col.prop(game, "use_rotate_from_normal")
col.prop(game, "use_sleep")
layout.separator()
@@ -73,9 +73,9 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
col = split.column()
sub = col.column()
sub.active = (game.physics_type == 'RIGID_BODY')
- sub.prop(game, "anisotropic_friction")
+ sub.prop(game, "use_anisotropic_friction")
subsub = sub.column()
- subsub.active = game.anisotropic_friction
+ subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True)
split = layout.split()
@@ -83,8 +83,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
col = split.column()
col.label(text="Velocity:")
sub = col.column(align=True)
- sub.prop(game, "minimum_velocity", text="Minimum")
- sub.prop(game, "maximum_velocity", text="Maximum")
+ sub.prop(game, "velocity_min", text="Minimum")
+ sub.prop(game, "velocity_max", text="Maximum")
col = split.column()
col.label(text="Damping:")
@@ -98,15 +98,15 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
col = split.column()
col.label(text="Lock Translation:")
- col.prop(game, "lock_x_axis", text="X")
- col.prop(game, "lock_y_axis", text="Y")
- col.prop(game, "lock_z_axis", text="Z")
+ col.prop(game, "lock_location_x", text="X")
+ col.prop(game, "lock_location_y", text="Y")
+ col.prop(game, "lock_location_z", text="Z")
col = split.column()
col.label(text="Lock Rotation:")
- col.prop(game, "lock_x_rot_axis", text="X")
- col.prop(game, "lock_y_rot_axis", text="Y")
- col.prop(game, "lock_z_rot_axis", text="Z")
+ col.prop(game, "lock_rotation_x", text="X")
+ col.prop(game, "lock_rotation_y", text="Y")
+ col.prop(game, "lock_rotation_z", text="Z")
elif game.physics_type == 'SOFT_BODY':
col = layout.column()
@@ -174,7 +174,7 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, bpy.types.Panel):
game = context.active_object.game
layout.active = game.use_collision_bounds
- layout.prop(game, "collision_bounds", text="Bounds")
+ layout.prop(game, "collision_bounds_type", text="Bounds")
split = layout.split()
@@ -182,7 +182,7 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, bpy.types.Panel):
col.prop(game, "collision_margin", text="Margin", slider=True)
col = split.column()
- col.prop(game, "collision_compound", text="Compound")
+ col.prop(game, "use_collision_compound", text="Compound")
class RenderButtonsPanel():