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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /release
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/modules/bl_i18n_utils/utils_spell_check.py1
-rw-r--r--release/scripts/modules/bpy_types.py9
-rw-r--r--release/scripts/presets/keyconfig/3dsmax.py1
-rw-r--r--release/scripts/startup/bl_operators/wm.py49
-rw-r--r--release/scripts/startup/bl_ui/__init__.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_data_armature.py7
-rw-r--r--release/scripts/startup/bl_ui/properties_data_bone.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_data_camera.py20
-rw-r--r--release/scripts/startup/bl_ui/properties_data_curve.py4
-rw-r--r--release/scripts/startup/bl_ui/properties_data_lamp.py16
-rw-r--r--release/scripts/startup/bl_ui/properties_data_lattice.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_data_mesh.py24
-rw-r--r--release/scripts/startup/bl_ui/properties_data_metaball.py4
-rw-r--r--release/scripts/startup/bl_ui/properties_data_speaker.py4
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py879
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py115
-rw-r--r--release/scripts/startup/bl_ui/properties_object.py11
-rw-r--r--release/scripts/startup/bl_ui/properties_particle.py10
-rw-r--r--release/scripts/startup/bl_ui/properties_physics_smoke.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_render.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_scene.py17
-rw-r--r--release/scripts/startup/bl_ui/properties_texture.py87
-rw-r--r--release/scripts/startup/bl_ui/properties_view_layer.py6
-rw-r--r--release/scripts/startup/bl_ui/properties_world.py2
-rw-r--r--release/scripts/startup/bl_ui/space_info.py29
-rw-r--r--release/scripts/startup/bl_ui/space_logic.py145
-rw-r--r--release/scripts/startup/bl_ui/space_sequencer.py2
-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py25
-rw-r--r--release/scripts/startup/bl_ui/space_view3d_toolbar.py4
-rw-r--r--release/scripts/templates_py/gamelogic.py73
-rw-r--r--release/scripts/templates_py/gamelogic_module.py27
-rw-r--r--release/scripts/templates_py/gamelogic_simple.py17
32 files changed, 100 insertions, 1498 deletions
diff --git a/release/scripts/modules/bl_i18n_utils/utils_spell_check.py b/release/scripts/modules/bl_i18n_utils/utils_spell_check.py
index 2ce8385f714..ad25283a3fc 100644
--- a/release/scripts/modules/bl_i18n_utils/utils_spell_check.py
+++ b/release/scripts/modules/bl_i18n_utils/utils_spell_check.py
@@ -589,7 +589,6 @@ class SpellChecker:
"yuv", "yuva",
# Blender acronyms
- "bge",
"bli",
"bpy",
"bvh",
diff --git a/release/scripts/modules/bpy_types.py b/release/scripts/modules/bpy_types.py
index 5387af46d9d..511fc7e8d1e 100644
--- a/release/scripts/modules/bpy_types.py
+++ b/release/scripts/modules/bpy_types.py
@@ -517,15 +517,6 @@ class Text(bpy_types.ID):
self.clear()
self.write(string)
- @property
- def users_logic(self):
- """Logic bricks that use this text"""
- import bpy
- return tuple(obj for obj in bpy.data.objects
- if self in [cont.text for cont in obj.game.controllers
- if cont.type == 'PYTHON']
- )
-
# values are module: [(cls, path, line), ...]
TypeMap = {}
diff --git a/release/scripts/presets/keyconfig/3dsmax.py b/release/scripts/presets/keyconfig/3dsmax.py
index a4288377b82..99fb11162c6 100644
--- a/release/scripts/presets/keyconfig/3dsmax.py
+++ b/release/scripts/presets/keyconfig/3dsmax.py
@@ -294,7 +294,6 @@ kmi = km.keymap_items.new('wm.context_cycle_enum', 'O', 'PRESS', shift=True)
kmi.properties.data_path = 'tool_settings.proportional_edit_falloff'
kmi = km.keymap_items.new('wm.context_toggle', 'O', 'PRESS')
kmi.properties.data_path = 'tool_settings.use_proportional_edit_objects'
-kmi = km.keymap_items.new('view3d.game_start', 'P', 'PRESS', shift=True, ctrl=True, alt=True)
kmi = km.keymap_items.new('object.select_all', 'A', 'PRESS', ctrl=True)
kmi.properties.action = 'INVERT'
kmi = km.keymap_items.new('object.select_linked', 'L', 'PRESS', shift=True)
diff --git a/release/scripts/startup/bl_operators/wm.py b/release/scripts/startup/bl_operators/wm.py
index 1bbb3e9883e..9183c69b207 100644
--- a/release/scripts/startup/bl_operators/wm.py
+++ b/release/scripts/startup/bl_operators/wm.py
@@ -1492,54 +1492,6 @@ class WM_OT_copy_prev_settings(Operator):
return {'CANCELLED'}
-class WM_OT_blenderplayer_start(Operator):
- """Launch the blender-player with the current blend-file"""
- bl_idname = "wm.blenderplayer_start"
- bl_label = "Start Game In Player"
-
- def execute(self, context):
- import os
- import sys
- import subprocess
-
- gs = context.scene.game_settings
-
- # these remain the same every execution
- blender_bin_path = bpy.app.binary_path
- blender_bin_dir = os.path.dirname(blender_bin_path)
- ext = os.path.splitext(blender_bin_path)[-1]
- player_path = os.path.join(blender_bin_dir, "blenderplayer" + ext)
- # done static vars
-
- if sys.platform == "darwin":
- player_path = os.path.join(blender_bin_dir, "../../../blenderplayer.app/Contents/MacOS/blenderplayer")
-
- if not os.path.exists(player_path):
- self.report({'ERROR'}, "Player path: %r not found" % player_path)
- return {'CANCELLED'}
-
- filepath = bpy.data.filepath + '~' if bpy.data.is_saved else os.path.join(bpy.app.tempdir, "game.blend")
- bpy.ops.wm.save_as_mainfile('EXEC_DEFAULT', filepath=filepath, copy=True)
-
- # start the command line call with the player path
- args = [player_path]
-
- # handle some UI options as command line arguments
- args.extend([
- "-g", "show_framerate", "=", "%d" % gs.show_framerate_profile,
- "-g", "show_profile", "=", "%d" % gs.show_framerate_profile,
- "-g", "show_properties", "=", "%d" % gs.show_debug_properties,
- "-g", "ignore_deprecation_warnings", "=", "%d" % (not gs.use_deprecation_warnings),
- ])
-
- # finish the call with the path to the blend file
- args.append(filepath)
-
- subprocess.call(args)
- os.remove(filepath)
- return {'FINISHED'}
-
-
class WM_OT_keyconfig_test(Operator):
"""Test key-config for conflicts"""
bl_idname = "wm.keyconfig_test"
@@ -2375,7 +2327,6 @@ classes = (
WM_OT_app_template_install,
WM_OT_appconfig_activate,
WM_OT_appconfig_default,
- WM_OT_blenderplayer_start,
WM_OT_context_collection_boolean_set,
WM_OT_context_cycle_array,
WM_OT_context_cycle_enum,
diff --git a/release/scripts/startup/bl_ui/__init__.py b/release/scripts/startup/bl_ui/__init__.py
index 79d044c25bf..5c50cb74fdb 100644
--- a/release/scripts/startup/bl_ui/__init__.py
+++ b/release/scripts/startup/bl_ui/__init__.py
@@ -43,7 +43,6 @@ _modules = [
"properties_data_lightprobe",
"properties_data_speaker",
"properties_data_workspace",
- "properties_game",
"properties_mask_common",
"properties_material",
"properties_object",
@@ -78,7 +77,6 @@ _modules = [
"space_graph",
"space_image",
"space_info",
- "space_logic",
"space_nla",
"space_node",
"space_outliner",
diff --git a/release/scripts/startup/bl_ui/properties_data_armature.py b/release/scripts/startup/bl_ui/properties_data_armature.py
index 413636d005b..12f862d92a1 100644
--- a/release/scripts/startup/bl_ui/properties_data_armature.py
+++ b/release/scripts/startup/bl_ui/properties_data_armature.py
@@ -65,11 +65,6 @@ class DATA_PT_skeleton(ArmatureButtonsPanel, Panel):
col.label(text="Protected Layers:")
col.prop(arm, "layers_protected", text="")
- if context.engine == 'BLENDER_GAME':
- col = layout.column()
- col.label(text="Deform:")
- col.prop(arm, "deform_method", expand=True)
-
class DATA_PT_display(ArmatureButtonsPanel, Panel):
bl_label = "Display"
@@ -328,7 +323,7 @@ class DATA_PT_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit from
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Armature
diff --git a/release/scripts/startup/bl_ui/properties_data_bone.py b/release/scripts/startup/bl_ui/properties_data_bone.py
index f0ef0032059..e1763e363ae 100644
--- a/release/scripts/startup/bl_ui/properties_data_bone.py
+++ b/release/scripts/startup/bl_ui/properties_data_bone.py
@@ -433,7 +433,7 @@ class BONE_PT_deform(BoneButtonsPanel, Panel):
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_property_type = bpy.types.Bone, bpy.types.EditBone, bpy.types.PoseBone
@property
diff --git a/release/scripts/startup/bl_ui/properties_data_camera.py b/release/scripts/startup/bl_ui/properties_data_camera.py
index 0d0fc96550d..bd80285515b 100644
--- a/release/scripts/startup/bl_ui/properties_data_camera.py
+++ b/release/scripts/startup/bl_ui/properties_data_camera.py
@@ -37,7 +37,7 @@ class CAMERA_MT_presets(Menu):
bl_label = "Camera Presets"
preset_subdir = "camera"
preset_operator = "script.execute_preset"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
draw = Menu.draw_preset
@@ -45,14 +45,14 @@ class SAFE_AREAS_MT_presets(Menu):
bl_label = "Camera Presets"
preset_subdir = "safe_areas"
preset_operator = "script.execute_preset"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
draw = Menu.draw_preset
class DATA_PT_context_camera(CameraButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -72,7 +72,7 @@ class DATA_PT_context_camera(CameraButtonsPanel, Panel):
class DATA_PT_lens(CameraButtonsPanel, Panel):
bl_label = "Lens"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -183,7 +183,7 @@ class DATA_PT_camera_stereoscopy(CameraButtonsPanel, Panel):
class DATA_PT_camera(CameraButtonsPanel, Panel):
bl_label = "Camera"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -217,7 +217,7 @@ class DATA_PT_camera(CameraButtonsPanel, Panel):
class DATA_PT_camera_dof(CameraButtonsPanel, Panel):
bl_label = "Depth of Field"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -258,7 +258,7 @@ class DATA_PT_camera_dof(CameraButtonsPanel, Panel):
class DATA_PT_camera_background_image(CameraButtonsPanel, Panel):
bl_label = "Background Images"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw_header(self, context):
cam = context.camera
@@ -358,7 +358,7 @@ class DATA_PT_camera_background_image(CameraButtonsPanel, Panel):
class DATA_PT_camera_display(CameraButtonsPanel, Panel):
bl_label = "Display"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -388,7 +388,7 @@ class DATA_PT_camera_display(CameraButtonsPanel, Panel):
class DATA_PT_camera_safe_areas(CameraButtonsPanel, Panel):
bl_label = "Safe Areas"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw_header(self, context):
cam = context.camera
@@ -404,7 +404,7 @@ class DATA_PT_camera_safe_areas(CameraButtonsPanel, Panel):
class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Camera
diff --git a/release/scripts/startup/bl_ui/properties_data_curve.py b/release/scripts/startup/bl_ui/properties_data_curve.py
index 6fb147007e6..00edc6403f9 100644
--- a/release/scripts/startup/bl_ui/properties_data_curve.py
+++ b/release/scripts/startup/bl_ui/properties_data_curve.py
@@ -136,7 +136,7 @@ class DATA_PT_shape_curve(CurveButtonsPanel, Panel):
class DATA_PT_curve_texture_space(CurveButtonsPanel, Panel):
bl_label = "Texture Space"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -427,7 +427,7 @@ class DATA_PT_text_boxes(CurveButtonsPanelText, Panel):
class DATA_PT_custom_props_curve(CurveButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Curve
diff --git a/release/scripts/startup/bl_ui/properties_data_lamp.py b/release/scripts/startup/bl_ui/properties_data_lamp.py
index 9ee17d808cf..f3daf64b442 100644
--- a/release/scripts/startup/bl_ui/properties_data_lamp.py
+++ b/release/scripts/startup/bl_ui/properties_data_lamp.py
@@ -26,7 +26,7 @@ class LAMP_MT_sunsky_presets(Menu):
bl_label = "Sun & Sky Presets"
preset_subdir = "sunsky"
preset_operator = "script.execute_preset"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
draw = Menu.draw_preset
@@ -44,7 +44,7 @@ class DataButtonsPanel:
class DATA_PT_context_lamp(DataButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -68,7 +68,7 @@ class DATA_PT_context_lamp(DataButtonsPanel, Panel):
class DATA_PT_preview(DataButtonsPanel, Panel):
bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.lamp)
@@ -76,7 +76,7 @@ class DATA_PT_preview(DataButtonsPanel, Panel):
class DATA_PT_lamp(DataButtonsPanel, Panel):
bl_label = "Lamp"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY'}
def draw(self, context):
layout = self.layout
@@ -417,7 +417,7 @@ class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel):
class DATA_PT_area(DataButtonsPanel, Panel):
bl_label = "Area Shape"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
@@ -443,7 +443,7 @@ class DATA_PT_area(DataButtonsPanel, Panel):
class DATA_PT_spot(DataButtonsPanel, Panel):
bl_label = "Spot Shape"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
@@ -504,7 +504,7 @@ class DATA_PT_spot(DataButtonsPanel, Panel):
class DATA_PT_falloff_curve(DataButtonsPanel, Panel):
bl_label = "Falloff Curve"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
@@ -520,7 +520,7 @@ class DATA_PT_falloff_curve(DataButtonsPanel, Panel):
class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Lamp
diff --git a/release/scripts/startup/bl_ui/properties_data_lattice.py b/release/scripts/startup/bl_ui/properties_data_lattice.py
index 34cb323a8cb..c309642e8bc 100644
--- a/release/scripts/startup/bl_ui/properties_data_lattice.py
+++ b/release/scripts/startup/bl_ui/properties_data_lattice.py
@@ -78,7 +78,7 @@ class DATA_PT_lattice(DataButtonsPanel, Panel):
class DATA_PT_custom_props_lattice(DataButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Lattice
diff --git a/release/scripts/startup/bl_ui/properties_data_mesh.py b/release/scripts/startup/bl_ui/properties_data_mesh.py
index 9f927fe3368..30690418e51 100644
--- a/release/scripts/startup/bl_ui/properties_data_mesh.py
+++ b/release/scripts/startup/bl_ui/properties_data_mesh.py
@@ -24,7 +24,7 @@ from rna_prop_ui import PropertyPanel
class MESH_MT_vertex_group_specials(Menu):
bl_label = "Vertex Group Specials"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -48,7 +48,7 @@ class MESH_MT_vertex_group_specials(Menu):
class MESH_MT_shape_key_specials(Menu):
bl_label = "Shape Key Specials"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -137,7 +137,7 @@ class MeshButtonsPanel:
class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -154,7 +154,7 @@ class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
class DATA_PT_normals(MeshButtonsPanel, Panel):
bl_label = "Normals"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -175,7 +175,7 @@ class DATA_PT_normals(MeshButtonsPanel, Panel):
class DATA_PT_texture_space(MeshButtonsPanel, Panel):
bl_label = "Texture Space"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -194,7 +194,7 @@ class DATA_PT_texture_space(MeshButtonsPanel, Panel):
class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
bl_label = "Vertex Groups"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
@@ -241,7 +241,7 @@ class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
class DATA_PT_face_maps(MeshButtonsPanel, Panel):
bl_label = "Face Maps"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -282,7 +282,7 @@ class DATA_PT_face_maps(MeshButtonsPanel, Panel):
class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
bl_label = "Shape Keys"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
@@ -375,7 +375,7 @@ class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
bl_label = "UV Maps"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -394,7 +394,7 @@ class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
bl_label = "Vertex Colors"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -414,7 +414,7 @@ class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
class DATA_PT_customdata(MeshButtonsPanel, Panel):
bl_label = "Geometry Data"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -440,7 +440,7 @@ class DATA_PT_customdata(MeshButtonsPanel, Panel):
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Mesh
diff --git a/release/scripts/startup/bl_ui/properties_data_metaball.py b/release/scripts/startup/bl_ui/properties_data_metaball.py
index e771caf49e3..5095fac40ca 100644
--- a/release/scripts/startup/bl_ui/properties_data_metaball.py
+++ b/release/scripts/startup/bl_ui/properties_data_metaball.py
@@ -76,7 +76,7 @@ class DATA_PT_metaball(DataButtonsPanel, Panel):
class DATA_PT_mball_texture_space(DataButtonsPanel, Panel):
bl_label = "Texture Space"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -131,7 +131,7 @@ class DATA_PT_metaball_element(DataButtonsPanel, Panel):
class DATA_PT_custom_props_metaball(DataButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.MetaBall
diff --git a/release/scripts/startup/bl_ui/properties_data_speaker.py b/release/scripts/startup/bl_ui/properties_data_speaker.py
index 769efb96b38..c317f906ba5 100644
--- a/release/scripts/startup/bl_ui/properties_data_speaker.py
+++ b/release/scripts/startup/bl_ui/properties_data_speaker.py
@@ -36,7 +36,7 @@ class DataButtonsPanel:
class DATA_PT_context_speaker(DataButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -117,7 +117,7 @@ class DATA_PT_cone(DataButtonsPanel, Panel):
class DATA_PT_custom_props_speaker(DataButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Speaker
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
deleted file mode 100644
index eb2d3d49e61..00000000000
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ /dev/null
@@ -1,879 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-import bpy
-from bpy.types import Panel, Menu
-
-
-class PhysicsButtonsPanel:
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "physics"
-
-
-class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
- bl_label = "Physics"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- ob = context.active_object
- view_render = context.scene.view_render
- return ob and ob.game and (view_render.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- ob = context.active_object
- game = ob.game
- soft = ob.game.soft_body
-
- layout.prop(game, "physics_type")
- layout.separator()
-
- physics_type = game.physics_type
-
- if physics_type == 'CHARACTER':
- layout.prop(game, "use_actor")
- layout.prop(ob, "hide_render", text="Invisible") # out of place but useful
- layout.prop(game, "step_height", slider=True)
- layout.prop(game, "jump_speed")
- layout.prop(game, "fall_speed")
- layout.prop(game, "jump_max")
-
- elif physics_type in {'DYNAMIC', 'RIGID_BODY'}:
- split = layout.split()
-
- col = split.column()
- col.prop(game, "use_actor")
- col.prop(game, "use_ghost")
- col.prop(ob, "hide_render", text="Invisible") # out of place but useful
-
- col = split.column()
- col.prop(game, "use_material_physics_fh")
- col.prop(game, "use_rotate_from_normal")
- col.prop(game, "use_sleep")
-
- layout.separator()
-
- split = layout.split()
-
- col = split.column()
- col.label(text="Attributes:")
- col.prop(game, "mass")
- col.prop(game, "radius")
- col.prop(game, "form_factor")
-
- col = split.column()
- sub = col.column()
- sub.prop(game, "use_anisotropic_friction")
- subsub = sub.column()
- subsub.active = game.use_anisotropic_friction
- subsub.prop(game, "friction_coefficients", text="", slider=True)
-
- split = layout.split()
-
- col = split.column()
- col.label(text="Linear Velocity:")
- sub = col.column(align=True)
- sub.prop(game, "velocity_min", text="Minimum")
- sub.prop(game, "velocity_max", text="Maximum")
- col.label(text="Angular Velocity:")
- sub = col.column(align=True)
- sub.prop(game, "angular_velocity_min", text="Minimum")
- sub.prop(game, "angular_velocity_max", text="Maximum")
-
- col = split.column()
- col.label(text="Damping:")
- sub = col.column(align=True)
- sub.prop(game, "damping", text="Translation", slider=True)
- sub.prop(game, "rotation_damping", text="Rotation", slider=True)
-
- layout.separator()
-
- split = layout.split()
-
- col = split.column()
- col.label(text="Lock Translation:")
- col.prop(game, "lock_location_x", text="X")
- col.prop(game, "lock_location_y", text="Y")
- col.prop(game, "lock_location_z", text="Z")
-
- if physics_type == 'RIGID_BODY':
- col = split.column()
- col.label(text="Lock Rotation:")
- 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 physics_type == 'SOFT_BODY':
- col = layout.column()
- col.prop(game, "use_actor")
- col.prop(game, "use_ghost")
- col.prop(ob, "hide_render", text="Invisible")
-
- layout.separator()
-
- split = layout.split()
-
- col = split.column()
- col.label(text="Attributes:")
- col.prop(game, "mass")
- # disabled in the code
- # col.prop(soft, "weld_threshold")
- col.prop(soft, "location_iterations")
- col.prop(soft, "linear_stiffness", slider=True)
- col.prop(soft, "dynamic_friction", slider=True)
- col.prop(soft, "collision_margin", slider=True)
- col.prop(soft, "use_bending_constraints", text="Bending Constraints")
-
- col = split.column()
- col.prop(soft, "use_shape_match")
- sub = col.column()
- sub.active = soft.use_shape_match
- sub.prop(soft, "shape_threshold", slider=True)
-
- col.separator()
-
- col.label(text="Cluster Collision:")
- col.prop(soft, "use_cluster_rigid_to_softbody")
- col.prop(soft, "use_cluster_soft_to_softbody")
- sub = col.column()
- sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
- sub.prop(soft, "cluster_iterations", text="Iterations")
-
- elif physics_type == 'STATIC':
- col = layout.column()
- col.prop(game, "use_actor")
- col.prop(game, "use_ghost")
- col.prop(game, "use_record_animation")
- col.prop(ob, "hide_render", text="Invisible")
-
- layout.separator()
-
- split = layout.split()
-
- col = split.column()
- col.label(text="Attributes:")
- col.prop(game, "radius")
-
- col = split.column()
- sub = col.column()
- sub.prop(game, "use_anisotropic_friction")
- subsub = sub.column()
- subsub.active = game.use_anisotropic_friction
- subsub.prop(game, "friction_coefficients", text="", slider=True)
-
- elif physics_type == 'SENSOR':
- col = layout.column()
- col.prop(game, "use_actor", text="Detect Actors")
- col.prop(ob, "hide_render", text="Invisible")
-
- elif physics_type in {'INVISIBLE', 'NO_COLLISION', 'OCCLUDER'}:
- layout.prop(ob, "hide_render", text="Invisible")
-
- elif physics_type == 'NAVMESH':
- layout.operator("mesh.navmesh_face_copy")
- layout.operator("mesh.navmesh_face_add")
-
- layout.separator()
-
- layout.operator("mesh.navmesh_reset")
- layout.operator("mesh.navmesh_clear")
-
-
-class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
- bl_label = "Collision Bounds"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- game = context.object.game
- view_render = context.scene.view_render
- return (view_render.engine in cls.COMPAT_ENGINES) \
- and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'CHARACTER', 'SOFT_BODY'})
-
- def draw_header(self, context):
- game = context.active_object.game
-
- self.layout.prop(game, "use_collision_bounds", text="")
-
- def draw(self, context):
- layout = self.layout
-
- game = context.active_object.game
- split = layout.split()
- split.active = game.use_collision_bounds
-
- col = split.column()
- col.prop(game, "collision_bounds_type", text="Bounds")
-
- row = col.row()
- row.prop(game, "collision_margin", text="Margin", slider=True)
-
- sub = row.row()
- sub.active = game.physics_type not in {'SOFT_BODY', 'CHARACTER'}
- sub.prop(game, "use_collision_compound", text="Compound")
-
- layout.separator()
- split = layout.split()
- col = split.column()
- col.prop(game, "collision_group")
- col = split.column()
- col.prop(game, "collision_mask")
-
-
-class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
- bl_label = "Create Obstacle"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- game = context.object.game
- view_render = context.scene.view_render
- return (view_render.engine in cls.COMPAT_ENGINES) \
- and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'SOFT_BODY', 'CHARACTER', 'NO_COLLISION'})
-
- def draw_header(self, context):
- game = context.active_object.game
-
- self.layout.prop(game, "use_obstacle_create", text="")
-
- def draw(self, context):
- layout = self.layout
-
- game = context.active_object.game
-
- layout.active = game.use_obstacle_create
-
- row = layout.row()
- row.prop(game, "obstacle_radius", text="Radius")
- row.label()
-
-
-class RenderButtonsPanel:
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "render"
-
- @classmethod
- def poll(cls, context):
- view_render = context.scene.view_render
- return (view_render.engine in cls.COMPAT_ENGINES)
-
-
-class RENDER_PT_embedded(RenderButtonsPanel, Panel):
- bl_label = "Embedded Player"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw(self, context):
- layout = self.layout
-
- view_render = context.scene.view_render
-
- row = layout.row()
- row.operator("view3d.game_start", text="Start")
- row = layout.row()
- row.label(text="Resolution:")
- row = layout.row(align=True)
- row.prop(rd, "resolution_x", slider=False, text="X")
- row.prop(rd, "resolution_y", slider=False, text="Y")
-
-
-class RENDER_PT_game_player(RenderButtonsPanel, Panel):
- bl_label = "Standalone Player"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw(self, context):
- import sys
- layout = self.layout
- not_osx = sys.platform != "darwin"
-
- gs = context.scene.game_settings
-
- row = layout.row()
- row.operator("wm.blenderplayer_start", text="Start")
- row = layout.row()
- row.label(text="Resolution:")
- row = layout.row(align=True)
- row.active = not_osx or not gs.show_fullscreen
- row.prop(gs, "resolution_x", slider=False, text="X")
- row.prop(gs, "resolution_y", slider=False, text="Y")
- row = layout.row()
- col = row.column()
- col.prop(gs, "show_fullscreen")
-
- if not_osx:
- col = row.column()
- col.prop(gs, "use_desktop")
- col.active = gs.show_fullscreen
-
- col = layout.column()
- col.label(text="Quality:")
- col.prop(gs, "samples")
- col = layout.column(align=True)
- col.prop(gs, "depth", text="Bit Depth", slider=False)
- col.prop(gs, "frequency", text="Refresh Rate", slider=False)
-
-
-class RENDER_PT_game_stereo(RenderButtonsPanel, Panel):
- bl_label = "Stereo"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_settings
- stereo_mode = gs.stereo
-
- # stereo options:
- layout.row().prop(gs, "stereo", expand=True)
-
- # stereo:
- if stereo_mode == 'STEREO':
- layout.prop(gs, "stereo_mode")
- layout.prop(gs, "stereo_eye_separation")
-
- # dome:
- elif stereo_mode == 'DOME':
- layout.prop(gs, "dome_mode", text="Dome Type")
-
- dome_type = gs.dome_mode
-
- split = layout.split()
-
- if dome_type in {'FISHEYE', 'TRUNCATED_REAR', 'TRUNCATED_FRONT'}:
- col = split.column()
- col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
- col.prop(gs, "dome_angle", slider=True)
-
- col = split.column()
- col.prop(gs, "dome_tessellation", text="Tessellation")
- col.prop(gs, "dome_tilt")
-
- elif dome_type == 'PANORAM_SPH':
- col = split.column()
- col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
-
- col = split.column()
- col.prop(gs, "dome_tessellation", text="Tessellation")
-
- else: # cube map
- col = split.column()
- col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
-
- col = split.column()
-
- layout.prop(gs, "dome_text")
-
-
-class RENDER_PT_game_shading(RenderButtonsPanel, Panel):
- bl_label = "Shading"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_settings
-
- layout.row().prop(gs, "material_mode", expand=True)
-
- if gs.material_mode == 'GLSL':
- split = layout.split()
-
- col = split.column()
- col.prop(gs, "use_glsl_lights", text="Lights")
- col.prop(gs, "use_glsl_shaders", text="Shaders")
- col.prop(gs, "use_glsl_shadows", text="Shadows")
- col.prop(gs, "use_glsl_environment_lighting", text="Environment Lighting")
-
- col = split.column()
- col.prop(gs, "use_glsl_ramps", text="Ramps")
- col.prop(gs, "use_glsl_nodes", text="Nodes")
- col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
-
-
-class RENDER_PT_game_system(RenderButtonsPanel, Panel):
- bl_label = "System"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_settings
- col = layout.column()
- row = col.row()
- col = row.column()
- col.prop(gs, "use_frame_rate")
- col.prop(gs, "use_restrict_animation_updates")
- col = row.column()
- col.prop(gs, "use_material_caching")
-
- row = layout.row()
- row.prop(gs, "vsync")
-
- row = layout.row()
- row.prop(gs, "raster_storage")
-
- row = layout.row()
- row.label("Exit Key")
- row.prop(gs, "exit_key", text="", event=True)
-
-
-class RENDER_PT_game_display(RenderButtonsPanel, Panel):
- bl_label = "Display"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_settings
-
- layout.prop(context.scene.render, "fps", text="Animation Frame Rate", slider=False)
-
- flow = layout.column_flow()
- flow.prop(gs, "show_debug_properties", text="Debug Properties")
- flow.prop(gs, "show_framerate_profile", text="Framerate and Profile")
- flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
- flow.prop(gs, "use_deprecation_warnings")
- flow.prop(gs, "show_mouse", text="Mouse Cursor")
-
- col = layout.column()
- col.label(text="Framing:")
- col.row().prop(gs, "frame_type", expand=True)
- if gs.frame_type == 'LETTERBOX':
- col.prop(gs, "frame_color", text="")
-
-
-class SceneButtonsPanel:
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "scene"
-
-
-class SCENE_PT_game_physics(SceneButtonsPanel, Panel):
- bl_label = "Physics"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- return (scene.view_render.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_settings
-
- layout.prop(gs, "physics_engine", text="Engine")
- if gs.physics_engine != 'NONE':
- layout.prop(gs, "physics_gravity", text="Gravity")
-
- split = layout.split()
-
- col = split.column()
- col.label(text="Physics Steps:")
- sub = col.column(align=True)
- sub.prop(gs, "physics_step_max", text="Max")
- sub.prop(gs, "physics_step_sub", text="Substeps")
- col.prop(gs, "fps", text="FPS")
-
- col = split.column()
- col.label(text="Logic Steps:")
- col.prop(gs, "logic_step_max", text="Max")
-
- col = layout.column()
- col.label(text="Physics Deactivation:")
- sub = col.row(align=True)
- sub.prop(gs, "deactivation_linear_threshold", text="Linear Threshold")
- 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()
-
- col = split.column()
- col.label(text="Physics Steps:")
- col.prop(gs, "fps", text="FPS")
-
- col = split.column()
- col.label(text="Logic Steps:")
- col.prop(gs, "logic_step_max", text="Max")
-
-
-class SCENE_PT_game_physics_obstacles(SceneButtonsPanel, Panel):
- bl_label = "Obstacle Simulation"
- bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- return (scene.view_render.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_settings
-
- layout.prop(gs, "obstacle_simulation", text="Type")
- if gs.obstacle_simulation != 'NONE':
- layout.prop(gs, "level_height")
- layout.prop(gs, "show_obstacle_simulation")
-
-
-class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel):
- bl_label = "Navigation Mesh"
- bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- return (scene and scene.view_render.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- rd = context.scene.game_settings.recast_data
-
- layout.operator("mesh.navmesh_make", text="Build Navigation Mesh")
-
- col = layout.column()
- col.label(text="Rasterization:")
- row = col.row()
- row.prop(rd, "cell_size")
- row.prop(rd, "cell_height")
-
- col = layout.column()
- col.label(text="Agent:")
- split = col.split()
-
- col = split.column()
- col.prop(rd, "agent_height", text="Height")
- col.prop(rd, "agent_radius", text="Radius")
-
- col = split.column()
- col.prop(rd, "slope_max")
- col.prop(rd, "climb_max")
-
- col = layout.column()
- col.label(text="Region:")
- row = col.row()
- row.prop(rd, "region_min_size")
- if rd.partitioning != 'LAYERS':
- row.prop(rd, "region_merge_size")
-
- col = layout.column()
- col.prop(rd, "partitioning")
-
- 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()
- row.prop(rd, "sample_dist")
- row.prop(rd, "sample_max_error")
-
-
-class SCENE_PT_game_hysteresis(SceneButtonsPanel, Panel):
- bl_label = "Level of Detail"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- return (scene and scene.view_render.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
- gs = context.scene.game_settings
-
- row = layout.row()
- row.prop(gs, "use_scene_hysteresis", text="Hysteresis")
- row = layout.row()
- row.active = gs.use_scene_hysteresis
- row.prop(gs, "scene_hysteresis_percentage", text="")
-
-
-class WorldButtonsPanel:
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "world"
-
-
-class WORLD_PT_game_context_world(WorldButtonsPanel, Panel):
- bl_label = ""
- bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- view_render = context.scene.view_render
- return (context.scene) and (view_render.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- scene = context.scene
- world = context.world
- space = context.space_data
-
- split = layout.split(percentage=0.65)
- if scene:
- split.template_ID(scene, "world", new="world.new")
- elif world:
- split.template_ID(space, "pin_id")
-
-
-class WORLD_PT_game_world(WorldButtonsPanel, Panel):
- bl_label = "World"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- return (scene.world and scene.view_render.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- world = context.world
-
- row = layout.row()
- row.column().prop(world, "horizon_color")
- row.column().prop(world, "zenith_color")
- row.column().prop(world, "ambient_color")
-
-
-class WORLD_PT_game_environment_lighting(WorldButtonsPanel, Panel):
- bl_label = "Environment Lighting"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- return (scene.world and scene.view_render.engine in cls.COMPAT_ENGINES)
-
- def draw_header(self, context):
- light = context.world.light_settings
- self.layout.prop(light, "use_environment_light", text="")
-
- def draw(self, context):
- layout = self.layout
-
- light = context.world.light_settings
-
- layout.active = light.use_environment_light
-
- split = layout.split()
- split.prop(light, "environment_energy", text="Energy")
- split.prop(light, "environment_color", text="")
-
-
-class WORLD_PT_game_mist(WorldButtonsPanel, Panel):
- bl_label = "Mist"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- return (scene.world and scene.view_render.engine in cls.COMPAT_ENGINES)
-
- def draw_header(self, context):
- world = context.world
-
- self.layout.prop(world.mist_settings, "use_mist", text="")
-
- def draw(self, context):
- layout = self.layout
-
- world = context.world
-
- layout.active = world.mist_settings.use_mist
-
- layout.prop(world.mist_settings, "falloff")
-
- row = layout.row(align=True)
- row.prop(world.mist_settings, "start")
- row.prop(world.mist_settings, "depth")
-
- layout.prop(world.mist_settings, "intensity", text="Minimum Intensity")
-
-
-class DataButtonsPanel:
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "data"
-
-
-class DATA_PT_shadow_game(DataButtonsPanel, Panel):
- bl_label = "Shadow"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- COMPAT_LIGHTS = {'SPOT', 'SUN'}
- lamp = context.lamp
- engine = context.engine
- return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES)
-
- def draw_header(self, context):
- lamp = context.lamp
-
- self.layout.prop(lamp, "use_shadow", text="")
-
- def draw(self, context):
- layout = self.layout
-
- lamp = context.lamp
-
- layout.active = lamp.use_shadow
-
- split = layout.split()
-
- col = split.column()
- col.prop(lamp, "shadow_color", text="")
- if lamp.type == 'SUN':
- col.prop(lamp, "show_shadow_box")
-
- col = split.column()
- col.prop(lamp, "use_shadow_layer", text="This Layer Only")
- col.prop(lamp, "use_only_shadow")
-
- col = layout.column()
- col.label("Buffer Type:")
- col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True)
- col.label("Quality:")
- col = layout.column(align=True)
- col.prop(lamp, "shadow_buffer_size", text="Size")
- col.prop(lamp, "shadow_buffer_bias", text="Bias")
- col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
-
- row = layout.row()
- row.label("Clipping:")
- row = layout.row(align=True)
- row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
- row.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
-
- if lamp.type == 'SUN':
- row = layout.row()
- row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
-
-
-class ObjectButtonsPanel:
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "object"
-
-
-class OBJECT_MT_lod_tools(Menu):
- bl_label = "Level Of Detail Tools"
-
- def draw(self, context):
- layout = self.layout
-
- layout.operator("object.lod_by_name", text="Set By Name")
- layout.operator("object.lod_generate", text="Generate")
- layout.operator("object.lod_clear_all", text="Clear All", icon='PANEL_CLOSE')
-
-
-class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel):
- bl_label = "Levels of Detail"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- return context.engine in cls.COMPAT_ENGINES
-
- def draw(self, context):
- layout = self.layout
- ob = context.object
- gs = context.scene.game_settings
-
- col = layout.column()
-
- for i, level in enumerate(ob.lod_levels):
- if i == 0:
- continue
- box = col.box()
- row = box.row()
- row.prop(level, "object", text="")
- row.operator("object.lod_remove", text="", icon='PANEL_CLOSE').index = i
-
- row = box.row()
- row.prop(level, "distance")
- row = row.row(align=True)
- row.prop(level, "use_mesh", text="")
- row.prop(level, "use_material", text="")
-
- row = box.row()
- row.active = gs.use_scene_hysteresis
- row.prop(level, "use_object_hysteresis", text="Hysteresis Override")
- row = box.row()
- row.active = gs.use_scene_hysteresis and level.use_object_hysteresis
- row.prop(level, "object_hysteresis_percentage", text="")
-
- row = col.row(align=True)
- row.operator("object.lod_add", text="Add", icon='ZOOMIN')
- row.menu("OBJECT_MT_lod_tools", text="", icon='TRIA_DOWN')
-
-
-classes = (
- PHYSICS_PT_game_physics,
- PHYSICS_PT_game_collision_bounds,
- PHYSICS_PT_game_obstacles,
- RENDER_PT_embedded,
- RENDER_PT_game_player,
- RENDER_PT_game_stereo,
- RENDER_PT_game_shading,
- RENDER_PT_game_system,
- RENDER_PT_game_display,
- SCENE_PT_game_physics,
- SCENE_PT_game_physics_obstacles,
- SCENE_PT_game_navmesh,
- SCENE_PT_game_hysteresis,
- WORLD_PT_game_context_world,
- WORLD_PT_game_world,
- WORLD_PT_game_environment_lighting,
- WORLD_PT_game_mist,
- DATA_PT_shadow_game,
- OBJECT_MT_lod_tools,
- OBJECT_PT_levels_of_detail,
-)
-
-if __name__ == "__main__": # only for live edit.
- from bpy.utils import register_class
- for cls in classes:
- register_class(cls)
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index edbe6816e5b..5010ea1e096 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -107,7 +107,7 @@ class MaterialButtonsPanel:
class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -183,7 +183,7 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.material)
@@ -192,7 +192,7 @@ class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
class MATERIAL_PT_pipeline(MaterialButtonsPanel, Panel):
bl_label = "Render Pipeline Options"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -245,7 +245,7 @@ class MATERIAL_PT_pipeline(MaterialButtonsPanel, Panel):
class MATERIAL_PT_diffuse(MaterialButtonsPanel, Panel):
bl_label = "Diffuse"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -302,7 +302,7 @@ class MATERIAL_PT_diffuse(MaterialButtonsPanel, Panel):
class MATERIAL_PT_specular(MaterialButtonsPanel, Panel):
bl_label = "Specular"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -355,7 +355,7 @@ class MATERIAL_PT_specular(MaterialButtonsPanel, Panel):
class MATERIAL_PT_shading(MaterialButtonsPanel, Panel):
bl_label = "Shading"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -650,66 +650,6 @@ class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
col.prop(halo, "flare_subflare_size", text="Subsize")
-class MATERIAL_PT_game_settings(MaterialButtonsPanel, Panel):
- bl_label = "Game Settings"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- return context.material and (context.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
- game = context.material.game_settings # don't use node material
-
- row = layout.row()
- row.prop(game, "use_backface_culling")
- row.prop(game, "invisible")
- row.prop(game, "text")
-
- row = layout.row()
- row.label(text="Alpha Blend:")
- row.label(text="Face Orientation:")
- row = layout.row()
- row.prop(game, "alpha_blend", text="")
- row.prop(game, "face_orientation", text="")
-
-
-class MATERIAL_PT_physics(MaterialButtonsPanel, Panel):
- bl_label = "Physics"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw_header(self, context):
- game = context.material.game_settings
- self.layout.prop(game, "physics", text="")
-
- @classmethod
- def poll(cls, context):
- return context.material and (context.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
- layout.active = context.material.game_settings.physics
-
- phys = context.material.physics # don't use node material
-
- split = layout.split()
- row = split.row()
- row.prop(phys, "friction")
- row.prop(phys, "elasticity", slider=True)
-
- row = layout.row()
- row.label(text="Force Field:")
-
- row = layout.row()
- row.prop(phys, "fh_force")
- row.prop(phys, "fh_damping", slider=True)
-
- row = layout.row()
- row.prop(phys, "fh_distance")
- row.prop(phys, "use_fh_normal")
-
-
class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
bl_label = "Strand"
bl_options = {'DEFAULT_CLOSED'}
@@ -759,7 +699,7 @@ class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
class MATERIAL_PT_options(MaterialButtonsPanel, Panel):
bl_label = "Options"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -809,7 +749,7 @@ class MATERIAL_PT_options(MaterialButtonsPanel, Panel):
class MATERIAL_PT_shadow(MaterialButtonsPanel, Panel):
bl_label = "Shadow"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -856,38 +796,6 @@ class MATERIAL_PT_shadow(MaterialButtonsPanel, Panel):
col.prop(mat, "use_cast_approximate")
-class MATERIAL_PT_transp_game(MaterialButtonsPanel, Panel):
- bl_label = "Transparency"
- bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- mat = context.material
- engine = context.engine
- return check_material(mat) and (engine in cls.COMPAT_ENGINES)
-
- def draw_header(self, context):
- mat = context.material
-
- if simple_material(mat):
- self.layout.prop(mat, "use_transparency", text="")
-
- def draw(self, context):
- layout = self.layout
- base_mat = context.material
- mat = active_node_mat(base_mat)
-
- layout.active = mat.use_transparency
-
- if simple_material(base_mat):
- row = layout.row()
- row.prop(mat, "transparency_method", expand=True)
-
- layout.prop(mat, "alpha")
- layout.prop(mat, "specular_alpha", text="Specular")
-
-
class VolumeButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -1017,7 +925,7 @@ class MATERIAL_PT_volume_integration(VolumeButtonsPanel, Panel):
class MATERIAL_PT_volume_options(VolumeButtonsPanel, Panel):
bl_label = "Options"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
bl_options = {'DEFAULT_CLOSED'}
@classmethod
@@ -1048,7 +956,7 @@ class MATERIAL_PT_volume_options(VolumeButtonsPanel, Panel):
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
_context_path = "material"
_property_type = bpy.types.Material
@@ -1207,12 +1115,9 @@ classes = (
MATERIAL_PT_sss,
MATERIAL_PT_halo,
MATERIAL_PT_flare,
- MATERIAL_PT_game_settings,
- MATERIAL_PT_physics,
MATERIAL_PT_strand,
MATERIAL_PT_options,
MATERIAL_PT_shadow,
- MATERIAL_PT_transp_game,
MATERIAL_PT_volume_density,
MATERIAL_PT_volume_shading,
MATERIAL_PT_volume_lighting,
diff --git a/release/scripts/startup/bl_ui/properties_object.py b/release/scripts/startup/bl_ui/properties_object.py
index c6899eec408..2d2ab4623e0 100644
--- a/release/scripts/startup/bl_ui/properties_object.py
+++ b/release/scripts/startup/bl_ui/properties_object.py
@@ -161,11 +161,10 @@ class OBJECT_PT_relations_extras(ObjectButtonsPanel, Panel):
split = layout.split()
- if context.engine != 'BLENDER_GAME':
- col = split.column()
- col.label(text="Tracking Axes:")
- col.prop(ob, "track_axis", text="Axis")
- col.prop(ob, "up_axis", text="Up Axis")
+ col = split.column()
+ col.label(text="Tracking Axes:")
+ col.prop(ob, "track_axis", text="Axis")
+ col.prop(ob, "up_axis", text="Up Axis")
col = split.column()
col.prop(ob, "use_slow_parent")
@@ -359,7 +358,7 @@ class OBJECT_PT_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit fr
class OBJECT_PT_custom_props(ObjectButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object"
_property_type = bpy.types.Object
diff --git a/release/scripts/startup/bl_ui/properties_particle.py b/release/scripts/startup/bl_ui/properties_particle.py
index fcfaf29521b..4a446ac5f48 100644
--- a/release/scripts/startup/bl_ui/properties_particle.py
+++ b/release/scripts/startup/bl_ui/properties_particle.py
@@ -66,7 +66,7 @@ def particle_get_settings(context):
class PARTICLE_MT_specials(Menu):
bl_label = "Particle Specials"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -86,7 +86,7 @@ class PARTICLE_MT_hair_dynamics_presets(Menu):
bl_label = "Hair Dynamics Presets"
preset_subdir = "hair_dynamics"
preset_operator = "script.execute_preset"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
draw = Menu.draw_preset
@@ -131,7 +131,7 @@ class PARTICLE_UL_particle_systems(bpy.types.UIList):
class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
@@ -141,10 +141,6 @@ class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
- if context.engine == 'BLENDER_GAME':
- layout.label("Not available in the Game Engine")
- return
-
ob = context.object
psys = context.particle_system
part = 0
diff --git a/release/scripts/startup/bl_ui/properties_physics_smoke.py b/release/scripts/startup/bl_ui/properties_physics_smoke.py
index d02bee3a0fa..9e6e73a4b1c 100644
--- a/release/scripts/startup/bl_ui/properties_physics_smoke.py
+++ b/release/scripts/startup/bl_ui/properties_physics_smoke.py
@@ -364,7 +364,7 @@ class PHYSICS_PT_smoke_display_settings(PhysicButtonsPanel, Panel):
def poll(cls, context):
md = context.smoke
view_render = context.scene.view_render
- return md and (md.smoke_type == 'DOMAIN') and (not view_render.use_game_engine)
+ return md and (md.smoke_type == 'DOMAIN')
def draw(self, context):
domain = context.smoke.domain_settings
diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py
index 78b9f007bc0..11b71d6cb24 100644
--- a/release/scripts/startup/bl_ui/properties_render.py
+++ b/release/scripts/startup/bl_ui/properties_render.py
@@ -523,7 +523,7 @@ class RENDER_PT_encoding(RenderButtonsPanel, Panel):
class RENDER_PT_bake(RenderButtonsPanel, Panel):
bl_label = "Bake"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
diff --git a/release/scripts/startup/bl_ui/properties_scene.py b/release/scripts/startup/bl_ui/properties_scene.py
index e8f25ea891b..d61e99f1e1e 100644
--- a/release/scripts/startup/bl_ui/properties_scene.py
+++ b/release/scripts/startup/bl_ui/properties_scene.py
@@ -66,7 +66,7 @@ class SceneButtonsPanel:
class SCENE_PT_scene(SceneButtonsPanel, Panel):
bl_label = "Scene"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -75,13 +75,12 @@ class SCENE_PT_scene(SceneButtonsPanel, Panel):
layout.prop(scene, "camera")
layout.prop(scene, "background_set", text="Background")
- if context.engine != 'BLENDER_GAME':
- layout.prop(scene, "active_clip", text="Active Clip")
+ layout.prop(scene, "active_clip", text="Active Clip")
class SCENE_PT_unit(SceneButtonsPanel, Panel):
bl_label = "Units"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -166,7 +165,7 @@ class SceneKeyingSetsPanel:
class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Keying Sets"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -199,7 +198,7 @@ class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Active Keying Set"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
@@ -256,7 +255,7 @@ class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
class SCENE_PT_color_management(SceneButtonsPanel, Panel):
bl_label = "Color Management"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -281,7 +280,7 @@ class SCENE_PT_color_management(SceneButtonsPanel, Panel):
class SCENE_PT_audio(SceneButtonsPanel, Panel):
bl_label = "Audio"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -438,7 +437,7 @@ class SCENE_PT_simplify(SceneButtonsPanel, Panel):
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "scene"
_property_type = bpy.types.Scene
diff --git a/release/scripts/startup/bl_ui/properties_texture.py b/release/scripts/startup/bl_ui/properties_texture.py
index 38a7fff8ed3..8f2c3085881 100644
--- a/release/scripts/startup/bl_ui/properties_texture.py
+++ b/release/scripts/startup/bl_ui/properties_texture.py
@@ -38,7 +38,7 @@ from .properties_paint_common import brush_texture_settings
class TEXTURE_MT_specials(Menu):
bl_label = "Texture Specials"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -49,7 +49,7 @@ class TEXTURE_MT_specials(Menu):
class TEXTURE_MT_envmap_specials(Menu):
bl_label = "Environment Map Specials"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -131,7 +131,7 @@ class TextureButtonsPanel:
class TEXTURE_PT_context_texture(TextureButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -230,7 +230,7 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel, Panel):
class TEXTURE_PT_preview(TextureButtonsPanel, Panel):
bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -252,7 +252,7 @@ class TEXTURE_PT_preview(TextureButtonsPanel, Panel):
class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
bl_label = "Colors"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -285,7 +285,7 @@ class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
class TextureSlotPanel(TextureButtonsPanel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -311,7 +311,7 @@ class TextureTypePanel(TextureButtonsPanel):
class TEXTURE_PT_clouds(TextureTypePanel, Panel):
bl_label = "Clouds"
tex_type = 'CLOUDS'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -335,7 +335,7 @@ class TEXTURE_PT_clouds(TextureTypePanel, Panel):
class TEXTURE_PT_wood(TextureTypePanel, Panel):
bl_label = "Wood"
tex_type = 'WOOD'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -364,7 +364,7 @@ class TEXTURE_PT_wood(TextureTypePanel, Panel):
class TEXTURE_PT_marble(TextureTypePanel, Panel):
bl_label = "Marble"
tex_type = 'MARBLE'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -391,7 +391,7 @@ class TEXTURE_PT_marble(TextureTypePanel, Panel):
class TEXTURE_PT_magic(TextureTypePanel, Panel):
bl_label = "Magic"
tex_type = 'MAGIC'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -406,7 +406,7 @@ class TEXTURE_PT_magic(TextureTypePanel, Panel):
class TEXTURE_PT_blend(TextureTypePanel, Panel):
bl_label = "Blend"
tex_type = 'BLEND'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -424,7 +424,7 @@ class TEXTURE_PT_blend(TextureTypePanel, Panel):
class TEXTURE_PT_stucci(TextureTypePanel, Panel):
bl_label = "Stucci"
tex_type = 'STUCCI'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -444,7 +444,7 @@ class TEXTURE_PT_stucci(TextureTypePanel, Panel):
class TEXTURE_PT_image(TextureTypePanel, Panel):
bl_label = "Image"
tex_type = 'IMAGE'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -471,15 +471,9 @@ class TEXTURE_PT_image_sampling(TextureTypePanel, Panel):
bl_label = "Image Sampling"
bl_options = {'DEFAULT_CLOSED'}
tex_type = 'IMAGE'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
- if context.engine == 'BLENDER_GAME':
- self.draw_bge(context)
- else:
- self.draw_bi(context)
-
- def draw_bi(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
@@ -519,39 +513,12 @@ class TEXTURE_PT_image_sampling(TextureTypePanel, Panel):
texture_filter_common(tex, col)
- def draw_bge(self, context):
- layout = self.layout
-
- idblock = context_tex_datablock(context)
- tex = context.texture
- slot = getattr(context, "texture_slot", None)
-
- split = layout.split()
-
- col = split.column()
- col.label(text="Alpha:")
- col.prop(tex, "use_calculate_alpha", text="Calculate")
- col.prop(tex, "invert_alpha", text="Invert")
-
- col = split.column()
-
- # Only for Material based textures, not for Lamp/World...
- if slot and isinstance(idblock, Material):
- col.prop(tex, "use_normal_map")
- row = col.row()
- row.active = tex.use_normal_map
- row.prop(slot, "normal_map_space", text="")
-
- row = col.row()
- row.active = not tex.use_normal_map
- row.prop(tex, "use_derivative_map")
-
class TEXTURE_PT_image_mapping(TextureTypePanel, Panel):
bl_label = "Image Mapping"
bl_options = {'DEFAULT_CLOSED'}
tex_type = 'IMAGE'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -606,7 +573,7 @@ class TEXTURE_PT_image_mapping(TextureTypePanel, Panel):
class TEXTURE_PT_envmap(TextureTypePanel, Panel):
bl_label = "Environment Map"
tex_type = 'ENVIRONMENT_MAP'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -645,7 +612,7 @@ class TEXTURE_PT_envmap_sampling(TextureTypePanel, Panel):
bl_label = "Environment Map Sampling"
bl_options = {'DEFAULT_CLOSED'}
tex_type = 'ENVIRONMENT_MAP'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -658,7 +625,7 @@ class TEXTURE_PT_envmap_sampling(TextureTypePanel, Panel):
class TEXTURE_PT_musgrave(TextureTypePanel, Panel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -694,7 +661,7 @@ class TEXTURE_PT_musgrave(TextureTypePanel, Panel):
class TEXTURE_PT_voronoi(TextureTypePanel, Panel):
bl_label = "Voronoi"
tex_type = 'VORONOI'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -730,7 +697,7 @@ class TEXTURE_PT_voronoi(TextureTypePanel, Panel):
class TEXTURE_PT_distortednoise(TextureTypePanel, Panel):
bl_label = "Distorted Noise"
tex_type = 'DISTORTED_NOISE'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -751,7 +718,7 @@ class TEXTURE_PT_distortednoise(TextureTypePanel, Panel):
class TEXTURE_PT_voxeldata(TextureButtonsPanel, Panel):
bl_label = "Voxel Data"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -794,7 +761,7 @@ class TEXTURE_PT_voxeldata(TextureButtonsPanel, Panel):
class TEXTURE_PT_pointdensity(TextureButtonsPanel, Panel):
bl_label = "Point Density"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -869,7 +836,7 @@ class TEXTURE_PT_pointdensity(TextureButtonsPanel, Panel):
class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, Panel):
bl_label = "Turbulence"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -907,7 +874,7 @@ class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, Panel):
class TEXTURE_PT_ocean(TextureTypePanel, Panel):
bl_label = "Ocean"
tex_type = 'OCEAN'
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
@@ -922,7 +889,7 @@ class TEXTURE_PT_ocean(TextureTypePanel, Panel):
class TEXTURE_PT_mapping(TextureSlotPanel, Panel):
bl_label = "Mapping"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -1025,7 +992,7 @@ class TEXTURE_PT_mapping(TextureSlotPanel, Panel):
class TEXTURE_PT_influence(TextureSlotPanel, Panel):
bl_label = "Influence"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
@@ -1233,7 +1200,7 @@ class TEXTURE_PT_influence(TextureSlotPanel, Panel):
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
_context_path = "texture"
_property_type = Texture
diff --git a/release/scripts/startup/bl_ui/properties_view_layer.py b/release/scripts/startup/bl_ui/properties_view_layer.py
index 4d61aacbf22..162f8b89a3e 100644
--- a/release/scripts/startup/bl_ui/properties_view_layer.py
+++ b/release/scripts/startup/bl_ui/properties_view_layer.py
@@ -48,7 +48,7 @@ class VIEWLAYER_UL_viewlayers(UIList):
class VIEWLAYER_PT_layers(ViewLayerButtonsPanel, Panel):
bl_label = "Layer List"
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
@@ -57,10 +57,6 @@ class VIEWLAYER_PT_layers(ViewLayerButtonsPanel, Panel):
rd = scene.render
view_render = scene.view_render
- if view_render.engine == 'BLENDER_GAME':
- layout.label("Not available in the Game Engine")
- return
-
row = layout.row()
col = row.column()
col.template_list("VIEWLAYER_UL_viewlayers", "", scene, "view_layers", scene.view_layers, "active_index", rows=2)
diff --git a/release/scripts/startup/bl_ui/properties_world.py b/release/scripts/startup/bl_ui/properties_world.py
index 48eed9acb3a..abf17b96064 100644
--- a/release/scripts/startup/bl_ui/properties_world.py
+++ b/release/scripts/startup/bl_ui/properties_world.py
@@ -271,7 +271,7 @@ class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
_context_path = "world"
_property_type = bpy.types.World
diff --git a/release/scripts/startup/bl_ui/space_info.py b/release/scripts/startup/bl_ui/space_info.py
index cbe6449d1df..b6c845c5995 100644
--- a/release/scripts/startup/bl_ui/space_info.py
+++ b/release/scripts/startup/bl_ui/space_info.py
@@ -100,12 +100,7 @@ class INFO_MT_editor_menus(Menu):
view_render = context.view_render
layout.menu("INFO_MT_file")
-
- if view_render.use_game_engine:
- layout.menu("INFO_MT_game")
- else:
- layout.menu("INFO_MT_render")
-
+ layout.menu("INFO_MT_render")
layout.menu("INFO_MT_window")
layout.menu("INFO_MT_help")
@@ -243,27 +238,6 @@ class INFO_MT_file_previews(Menu):
layout.operator("wm.previews_batch_clear")
-class INFO_MT_game(Menu):
- bl_label = "Game"
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_settings
-
- layout.operator("view3d.game_start")
-
- layout.separator()
-
- layout.prop(gs, "show_debug_properties")
- layout.prop(gs, "show_framerate_profile")
- layout.prop(gs, "show_physics_visualization")
- layout.prop(gs, "use_deprecation_warnings")
- layout.prop(gs, "use_animation_record")
- layout.separator()
- layout.prop(gs, "use_auto_start")
-
-
class INFO_MT_render(Menu):
bl_label = "Render"
@@ -377,7 +351,6 @@ classes = (
INFO_MT_file_export,
INFO_MT_file_external_data,
INFO_MT_file_previews,
- INFO_MT_game,
INFO_MT_render,
INFO_MT_opengl_render,
INFO_MT_window,
diff --git a/release/scripts/startup/bl_ui/space_logic.py b/release/scripts/startup/bl_ui/space_logic.py
deleted file mode 100644
index b552181f491..00000000000
--- a/release/scripts/startup/bl_ui/space_logic.py
+++ /dev/null
@@ -1,145 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-import bpy
-from bpy.types import Header, Menu, Panel
-
-
-class LOGIC_PT_properties(Panel):
- bl_space_type = 'LOGIC_EDITOR'
- bl_region_type = 'UI'
- bl_label = "Properties"
-
- @classmethod
- def poll(cls, context):
- ob = context.active_object
- return ob and ob.game
-
- def draw(self, context):
- layout = self.layout
-
- ob = context.active_object
- game = ob.game
- is_font = (ob.type == 'FONT')
-
- if is_font:
- prop_index = game.properties.find("Text")
- if prop_index != -1:
- layout.operator("object.game_property_remove", text="Remove Text Game Property", icon='X').index = prop_index
- row = layout.row()
- sub = row.row()
- sub.enabled = 0
- prop = game.properties[prop_index]
- sub.prop(prop, "name", text="")
- row.prop(prop, "type", text="")
- # get the property from the body, not the game property
- # note, don't do this - it's too slow and body can potentially be a really long string.
- #~ row.prop(ob.data, "body", text="")
- row.label("See Text Object")
- else:
- props = layout.operator("object.game_property_new", text="Add Text Game Property", icon='ZOOMIN')
- props.name = "Text"
- props.type = 'STRING'
-
- props = layout.operator("object.game_property_new", text="Add Game Property", icon='ZOOMIN')
- props.name = ""
-
- for i, prop in enumerate(game.properties):
-
- if is_font and i == prop_index:
- continue
-
- box = layout.box()
- row = box.row()
- row.prop(prop, "name", text="")
- row.prop(prop, "type", text="")
- row.prop(prop, "value", text="")
- row.prop(prop, "show_debug", text="", toggle=True, icon='INFO')
- sub = row.row(align=True)
- props = sub.operator("object.game_property_move", text="", icon='TRIA_UP')
- props.index = i
- props.direction = 'UP'
- props = sub.operator("object.game_property_move", text="", icon='TRIA_DOWN')
- props.index = i
- props.direction = 'DOWN'
- row.operator("object.game_property_remove", text="", icon='X', emboss=False).index = i
-
-
-class LOGIC_MT_logicbricks_add(Menu):
- bl_label = "Add"
-
- def draw(self, context):
- layout = self.layout
-
- layout.operator_menu_enum("logic.sensor_add", "type", text="Sensor")
- layout.operator_menu_enum("logic.controller_add", "type", text="Controller")
- layout.operator_menu_enum("logic.actuator_add", "type", text="Actuator")
-
-
-class LOGIC_HT_header(Header):
- bl_space_type = 'LOGIC_EDITOR'
-
- def draw(self, context):
- layout = self.layout.row(align=True)
-
- layout.template_header()
-
- LOGIC_MT_editor_menus.draw_collapsible(context, layout)
-
-
-class LOGIC_MT_editor_menus(Menu):
- bl_idname = "LOGIC_MT_editor_menus"
- bl_label = ""
-
- def draw(self, context):
- self.draw_menus(self.layout, context)
-
- @staticmethod
- def draw_menus(layout, context):
- layout.menu("LOGIC_MT_view")
- layout.menu("LOGIC_MT_logicbricks_add")
-
-
-class LOGIC_MT_view(Menu):
- bl_label = "View"
-
- def draw(self, context):
- layout = self.layout
-
- layout.operator("logic.properties", icon='MENU_PANEL')
-
- layout.separator()
-
- layout.operator("screen.area_dupli")
- layout.operator("screen.screen_full_area")
- layout.operator("screen.screen_full_area", text="Toggle Fullscreen Area").use_hide_panels = True
-
-
-classes = (
- LOGIC_PT_properties,
- LOGIC_MT_logicbricks_add,
- LOGIC_HT_header,
- LOGIC_MT_editor_menus,
- LOGIC_MT_view,
-)
-
-if __name__ == "__main__": # only for live edit.
- from bpy.utils import register_class
- for cls in classes:
- register_class(cls)
diff --git a/release/scripts/startup/bl_ui/space_sequencer.py b/release/scripts/startup/bl_ui/space_sequencer.py
index 0697cf8e56b..5d6964ef758 100644
--- a/release/scripts/startup/bl_ui/space_sequencer.py
+++ b/release/scripts/startup/bl_ui/space_sequencer.py
@@ -1288,7 +1288,7 @@ class SEQUENCER_PT_grease_pencil_tools(GreasePencilToolsPanel, SequencerButtonsP
class SEQUENCER_PT_custom_props(SequencerButtonsPanel, PropertyPanel, Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
_context_path = "scene.sequence_editor.active_strip"
_property_type = (bpy.types.Sequence,)
bl_category = "Strip"
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 8fa8d7e36a6..4a24beb36c1 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -1440,10 +1440,6 @@ class VIEW3D_MT_object(Menu):
layout.separator()
- layout.menu("VIEW3D_MT_object_game")
-
- layout.separator()
-
layout.operator_menu_enum("object.convert", "target")
@@ -1810,26 +1806,6 @@ class VIEW3D_MT_make_links(Menu):
layout.operator("object.join_uvs") # stupid place to add this!
-class VIEW3D_MT_object_game(Menu):
- bl_label = "Game"
-
- def draw(self, context):
- layout = self.layout
-
- layout.operator("object.logic_bricks_copy", text="Copy Logic Bricks")
- layout.operator("object.game_physics_copy", text="Copy Physics Properties")
-
- layout.separator()
-
- layout.operator("object.game_property_copy", text="Replace Properties").operation = 'REPLACE'
- layout.operator("object.game_property_copy", text="Merge Properties").operation = 'MERGE'
- layout.operator_menu_enum("object.game_property_copy", "property", text="Copy Properties...")
-
- layout.separator()
-
- layout.operator("object.game_property_clear")
-
-
class VIEW3D_MT_brush(Menu):
bl_label = "Brush"
@@ -3927,7 +3903,6 @@ classes = (
VIEW3D_MT_object_quick_effects,
VIEW3D_MT_make_single_user,
VIEW3D_MT_make_links,
- VIEW3D_MT_object_game,
VIEW3D_MT_brush,
VIEW3D_MT_brush_paint_modes,
VIEW3D_MT_paint_vertex,
diff --git a/release/scripts/startup/bl_ui/space_view3d_toolbar.py b/release/scripts/startup/bl_ui/space_view3d_toolbar.py
index e29971e1835..d7c23e460a0 100644
--- a/release/scripts/startup/bl_ui/space_view3d_toolbar.py
+++ b/release/scripts/startup/bl_ui/space_view3d_toolbar.py
@@ -1199,7 +1199,7 @@ class TEXTURE_UL_texpaintslots(UIList):
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "name", text="", emboss=False, icon_value=icon)
- if (not mat.use_nodes) and context.engine in {'BLENDER_RENDER', 'BLENDER_GAME'}:
+ if (not mat.use_nodes) and context.engine == 'BLENDER_RENDER':
mtex_index = mat.texture_paint_slots[index].index
layout.prop(mat, "use_textures", text="", index=mtex_index)
elif self.layout_type == 'GRID':
@@ -1262,7 +1262,7 @@ class VIEW3D_PT_slots_projectpaint(View3DPanel, Panel):
else:
slot = None
- if (not mat.use_nodes) and context.engine in {'BLENDER_RENDER', 'BLENDER_GAME'}:
+ if (not mat.use_nodes) and context.engine == 'BLENDER_RENDER':
row = col.row(align=True)
row.operator_menu_enum("paint.add_texture_paint_slot", "type")
row.operator("paint.delete_texture_paint_slot", text="", icon='X')
diff --git a/release/scripts/templates_py/gamelogic.py b/release/scripts/templates_py/gamelogic.py
deleted file mode 100644
index e589ad43e63..00000000000
--- a/release/scripts/templates_py/gamelogic.py
+++ /dev/null
@@ -1,73 +0,0 @@
-# This script must be assigned to a python controller
-# where it can access the object that owns it and the sensors/actuators that it connects to.
-
-import bge
-
-# support for Vector(), Matrix() types and advanced functions like Matrix.Scale(...) and Matrix.Rotation(...)
-# import mathutils
-
-# for functions like getWindowWidth(), getWindowHeight()
-# import Rasterizer
-
-
-def main():
- cont = bge.logic.getCurrentController()
-
- # The KX_GameObject that owns this controller.
- own = cont.owner
-
- # for scripts that deal with spacial logic
- own_pos = own.worldPosition
-
- # Some example functions, remove to write your own script.
- # check for a positive sensor, will run on any object without errors.
- print("Logic info for KX_GameObject", own.name)
- input = False
-
- for sens in cont.sensors:
- # The sensor can be on another object, we may want to use it
- own_sens = sens.owner
- print(" sensor:", sens.name, end=" ")
- if sens.positive:
- print("(true)")
- input = True
- else:
- print("(false)")
-
- for actu in cont.actuators:
- # The actuator can be on another object, we may want to use it
- own_actu = actu.owner
- print(" actuator:", actu.name)
-
- # This runs the actuator or turns it off
- # note that actuators will continue to run unless explicitly turned off.
- if input:
- cont.activate(actu)
- else:
- cont.deactivate(actu)
-
- # Its also good practice to get sensors and actuators by name
- # rather then index so any changes to their order wont break the script.
-
- # sens_key = cont.sensors["key_sensor"]
- # actu_motion = cont.actuators["motion"]
-
- # Loop through all other objects in the scene
- sce = bge.logic.getCurrentScene()
- print("Scene Objects:", sce.name)
- for ob in sce.objects:
- print(" ", ob.name, ob.worldPosition)
-
- # Example where collision objects are checked for their properties
- # adding to our objects "life" property
- """
- actu_collide = cont.sensors["collision_sens"]
- for ob in actu_collide.hitObjectList:
- # Check to see the object has this property
- if "life" in ob:
- own["life"] += ob["life"]
- ob["life"] = 0
- print(own["life"])
- """
-
-main()
diff --git a/release/scripts/templates_py/gamelogic_module.py b/release/scripts/templates_py/gamelogic_module.py
deleted file mode 100644
index 88c8cf0d75b..00000000000
--- a/release/scripts/templates_py/gamelogic_module.py
+++ /dev/null
@@ -1,27 +0,0 @@
-# This module can be accessed by a python controller with
-# its execution method set to 'Module'
-# * Set the module string to "gamelogic_module.main" (without quotes)
-# * When renaming the script it MUST have a .py extension
-# * External text modules are supported as long as they are at
-# the same location as the blendfile or one of its libraries.
-
-import bge
-
-# variables defined here will only be set once when the
-# module is first imported. Set object specific vars
-# inside the function if you intend to use the module
-# with multiple objects.
-
-
-def main(cont):
- own = cont.owner
-
- sens = cont.sensors['mySensor']
- actu = cont.actuators['myActuator']
-
- if sens.positive:
- cont.activate(actu)
- else:
- cont.deactivate(actu)
-
-# dont call main(bge.logic.getCurrentController()), the py controller will
diff --git a/release/scripts/templates_py/gamelogic_simple.py b/release/scripts/templates_py/gamelogic_simple.py
deleted file mode 100644
index dbfcf948b18..00000000000
--- a/release/scripts/templates_py/gamelogic_simple.py
+++ /dev/null
@@ -1,17 +0,0 @@
-import bge
-
-
-def main():
-
- cont = bge.logic.getCurrentController()
- own = cont.owner
-
- sens = cont.sensors['mySensor']
- actu = cont.actuators['myActuator']
-
- if sens.positive:
- cont.activate(actu)
- else:
- cont.deactivate(actu)
-
-main()