diff options
author | Thomas Dinges <blender@dingto.org> | 2013-09-12 17:01:36 +0400 |
---|---|---|
committer | Thomas Dinges <blender@dingto.org> | 2013-09-12 17:01:36 +0400 |
commit | 679609fbede36faf153994c104315eec68f9eadd (patch) | |
tree | e82ab3d9a0d54b96621c5522d2a4643253241433 /release/scripts | |
parent | c41bb7961f1eb39dc423949a0474dd63ced53c98 (diff) |
3D View / UI:
* Decouple "Display" panel, into Display and Shading panels, so one of them can be closed when not needed. (Saves some space).
Patch by Sebastian König, with tweaks by myself.
Diffstat (limited to 'release/scripts')
-rw-r--r-- | release/scripts/startup/bl_ui/space_view3d.py | 46 |
1 files changed, 33 insertions, 13 deletions
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py index 1ea1c0a892c..b1ee7266a10 100644 --- a/release/scripts/startup/bl_ui/space_view3d.py +++ b/release/scripts/startup/bl_ui/space_view3d.py @@ -2592,19 +2592,6 @@ class VIEW3D_PT_view3d_display(Panel): subsub.active = scene.unit_settings.system == 'NONE' subsub.prop(view, "grid_subdivisions", text="Subdivisions") - if not scene.render.use_shading_nodes: - col = layout.column() - col.label(text="Shading:") - col.prop(gs, "material_mode", text="") - col.prop(view, "show_textured_solid") - if view.viewport_shade == 'SOLID': - col.prop(view, "use_matcap") - if view.use_matcap: - col.template_icon_view(view, "matcap_icon") - col.prop(view, "show_backface_culling") - if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}: - col.prop(view, "show_occlude_wire") - layout.separator() region = view.region_quadview @@ -2622,6 +2609,39 @@ class VIEW3D_PT_view3d_display(Panel): row.prop(region, "use_box_clip") +class VIEW3D_PT_view3d_shading(Panel): + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_label = "Shading" + bl_options = {'DEFAULT_CLOSED'} + + @classmethod + def poll(cls, context): + view = context.space_data + return (view) + + def draw(self, context): + layout = self.layout + + view = context.space_data + scene = context.scene + gs = scene.game_settings + obj = context.object + + col = layout.column() + + if not scene.render.use_shading_nodes: + col.prop(gs, "material_mode", text="") + col.prop(view, "show_textured_solid") + if view.viewport_shade == 'SOLID': + col.prop(view, "use_matcap") + if view.use_matcap: + col.template_icon_view(view, "matcap_icon") + col.prop(view, "show_backface_culling") + if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}: + col.prop(view, "show_occlude_wire") + + class VIEW3D_PT_view3d_motion_tracking(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' |