diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2013-05-17 01:37:24 +0400 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2013-05-17 01:37:24 +0400 |
commit | 49003dd90c45cd6f595112908ca66e28e26f5888 (patch) | |
tree | 5316f5a66b43c8a8b8f95cc050be1a24d86c6c25 /release/scripts | |
parent | 8e487bebd31c4add4796b93d308baea5c758f611 (diff) |
partial revert of commit 54126 - (BGE UI: removing " use_occlusion_culling" from the ui)
bug reported by Eloy Felix over email
Apparently there are some files that will perform better with "use_occlusion_culling" off.
For now the UI option can return.
Technically this could make into 2.67a, but the string is not localized (it'll be in English).
Not sure what is more important here:
- consistent UI OR to expose in the UI an option some people need
Diffstat (limited to 'release/scripts')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py index fcafc7c816a..48cfb6f816a 100644 --- a/release/scripts/startup/bl_ui/properties_game.py +++ b/release/scripts/startup/bl_ui/properties_game.py @@ -619,11 +619,9 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel): gs = context.scene.game_settings - layout.prop(gs, "physics_engine") + layout.prop(gs, "physics_engine", text="Engine") if gs.physics_engine != 'NONE': - col = layout.column() - col.prop(gs, "physics_gravity", text="Gravity") - col.prop(gs, "occlusion_culling_resolution", text="Culling Resolution") + layout.prop(gs, "physics_gravity", text="Gravity") split = layout.split() @@ -645,6 +643,12 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel): sub.prop(gs, "deactivation_angular_threshold", text="Angular Threshold") sub = col.row() sub.prop(gs, "deactivation_time", text="Time") + + col = layout.column() + col.prop(gs, "use_occlusion_culling", text="Occlusion Culling") + sub = col.column() + sub.active = gs.use_occlusion_culling + sub.prop(gs, "occlusion_culling_resolution", text="Resolution") else: split = layout.split() |