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authorDalai Felinto <dfelinto@gmail.com>2018-02-27 15:21:54 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-02-27 15:31:16 +0300
commit12c8fef8c7259bfdae367900f5a85f9b42e8d541 (patch)
treecf55808421c68c77504957e195ee17a30d354615 /release
parent3d7235fc8787c8f63ead313f0a891600dbc4d6fa (diff)
Eevee preview materials
Now that Eevee has support for offline rendering (F12) we can use it for the Material previews. Note: This makes the duplicated UI issue one panel worse. That happens when Cycles if your scene engine, and Eevee is your workspace engine.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py2
1 files changed, 1 insertions, 1 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 2dc7bffa527..dfbf3eab244 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -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'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.material)