diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-09-11 19:36:11 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2011-09-11 19:36:11 +0400 |
commit | 8167d8c2f1df361aff874a5d08f8a78508ba6422 (patch) | |
tree | 404bb9e28a4db0af30264518e4c010e0bf65b38c /release/scripts | |
parent | 16406dce64fc7e62167004dc1db3537149ee3bbd (diff) |
pep8 edits
Diffstat (limited to 'release/scripts')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_data_modifier.py | 8 | ||||
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 21 |
2 files changed, 17 insertions, 12 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_modifier.py b/release/scripts/startup/bl_ui/properties_data_modifier.py index 8e90dc3216e..f0904ca8976 100644 --- a/release/scripts/startup/bl_ui/properties_data_modifier.py +++ b/release/scripts/startup/bl_ui/properties_data_modifier.py @@ -759,11 +759,11 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel): split.template_ID(md, "mask_texture", new="texture.new") if md.mask_texture: split = layout.split() - + col = split.column() col.label(text="Texture Coordinates:") col.prop(md, "mask_tex_mapping", text="") - + col = split.column() col.label(text="Use Channel:") col.prop(md, "mask_tex_use_channel", text="") @@ -806,7 +806,7 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel): def VERTEX_WEIGHT_MIX(self, layout, ob, md): split = layout.split() - + col = split.column() col.label(text="Vertex Group A:") col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="") @@ -831,7 +831,7 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel): def VERTEX_WEIGHT_PROXIMITY(self, layout, ob, md): split = layout.split() - + col = split.column() col.label(text="Vertex Group:") col.prop_search(md, "vertex_group", ob, "vertex_groups", text="") diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py index b06876637f7..26b95484b28 100644 --- a/release/scripts/startup/bl_ui/properties_game.py +++ b/release/scripts/startup/bl_ui/properties_game.py @@ -195,10 +195,11 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel): row.prop(game, "collision_margin", text="Margin", slider=True) row.prop(game, "use_collision_compound", text="Compound") + class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel): bl_label = "Create Obstacle" COMPAT_ENGINES = {'BLENDER_GAME'} - + @classmethod def poll(cls, context): game = context.object.game @@ -221,6 +222,7 @@ class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel): row.prop(game, "obstacle_radius", text="Radius") row.label() + class RenderButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' @@ -387,17 +389,19 @@ class RENDER_PT_game_display(RenderButtonsPanel, Panel): flow.prop(gs, "show_physics_visualization", text="Physics Visualization") flow.prop(gs, "use_deprecation_warnings") flow.prop(gs, "show_mouse", text="Mouse Cursor") - + + class SceneButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "scene" - + + class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel): bl_label = "Navigation mesh" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_GAME'} - + @classmethod def poll(cls, context): scene = context.scene @@ -437,13 +441,13 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel): col = layout.column() col.label(text="Polygonization:") split = col.split() - + col = split.column() col.prop(rd, "edge_max_len") col.prop(rd, "edge_max_error") split.prop(rd, "verts_per_poly") - + col = layout.column() col.label(text="Detail Mesh:") row = col.row() @@ -574,10 +578,11 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel): col.label(text="Logic Steps:") col.prop(gs, "logic_step_max", text="Max") + class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel): bl_label = "Obstacle simulation" COMPAT_ENGINES = {'BLENDER_GAME'} - + @classmethod def poll(cls, context): scene = context.scene @@ -588,7 +593,7 @@ class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel): gs = context.scene.game_settings - layout.prop(gs, "obstacle_simulation", text = "Type") + layout.prop(gs, "obstacle_simulation", text="Type") if gs.obstacle_simulation != 'NONE': layout.prop(gs, "level_height") layout.prop(gs, "show_obstacle_simulation") |