diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /release | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (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')
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() |