diff options
-rw-r--r-- | release/ui/buttons_data_lamp.py | 24 | ||||
-rw-r--r-- | release/ui/buttons_data_metaball.py | 3 | ||||
-rw-r--r-- | release/ui/buttons_game.py | 150 | ||||
-rw-r--r-- | release/ui/buttons_material.py | 359 | ||||
-rw-r--r-- | release/ui/buttons_object.py | 48 | ||||
-rw-r--r-- | release/ui/buttons_object_constraint.py | 192 | ||||
-rw-r--r-- | release/ui/buttons_physics_field.py | 193 | ||||
-rw-r--r-- | release/ui/buttons_physics_fluid.py | 126 | ||||
-rw-r--r-- | release/ui/buttons_physics_softbody.py | 48 | ||||
-rw-r--r-- | release/ui/buttons_scene.py | 67 |
10 files changed, 612 insertions, 598 deletions
diff --git a/release/ui/buttons_data_lamp.py b/release/ui/buttons_data_lamp.py index 5be25278e93..a522a66c871 100644 --- a/release/ui/buttons_data_lamp.py +++ b/release/ui/buttons_data_lamp.py @@ -52,41 +52,24 @@ class DATA_PT_lamp(DataButtonsPanel): sub = col.column() sub.itemR(lamp, "color", text="") sub.itemR(lamp, "energy") - - - - - #split = layout.split() - + if lamp.type in ('POINT', 'SPOT'): - #col = split.column() - #col.itemL(text="Falloff:") - sub = col.column() sub.itemR(lamp, "falloff_type", text="Falloff") sub.itemR(lamp, "distance") - - + if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED': - #col = split.column() col.itemL(text="Attenuation Factors:") sub = col.column(align=True) sub.itemR(lamp, "linear_attenuation", slider=True, text="Linear") sub.itemR(lamp, "quadratic_attenuation", slider=True, text="Quadratic") - #else: - # - # split.column() col.itemR(lamp, "sphere") if lamp.type == 'AREA': - #col = split.column() col.itemR(lamp, "distance") col.itemR(lamp, "gamma") - - #col = split.column() - - col.itemR(lamp, "shape") + sub = col.column(align=True) if (lamp.shape == 'SQUARE'): sub.itemR(lamp, "size") @@ -99,7 +82,6 @@ class DATA_PT_lamp(DataButtonsPanel): col.itemR(lamp, "layer", text="This Layer Only") col.itemR(lamp, "specular") col.itemR(lamp, "diffuse") - class DATA_PT_sunsky(DataButtonsPanel): __label__ = "Sun/Sky" diff --git a/release/ui/buttons_data_metaball.py b/release/ui/buttons_data_metaball.py index 009a13df0b7..fa463d49c0d 100644 --- a/release/ui/buttons_data_metaball.py +++ b/release/ui/buttons_data_metaball.py @@ -76,8 +76,7 @@ class DATA_PT_metaball_element(DataButtonsPanel): col.itemR(metaelem, "stiffness", text="Stiffness") col.itemR(metaelem, "negative", text="Negative") col.itemR(metaelem, "hide", text="Hide") - - + bpy.types.register(DATA_PT_context_metaball) bpy.types.register(DATA_PT_metaball) bpy.types.register(DATA_PT_metaball_element)
\ No newline at end of file diff --git a/release/ui/buttons_game.py b/release/ui/buttons_game.py index 3f60bceb284..9635ecfa67c 100644 --- a/release/ui/buttons_game.py +++ b/release/ui/buttons_game.py @@ -16,70 +16,78 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): def draw(self, context): layout = self.layout - ob = context.active_object + ob = context.active_object game = ob.game layout.itemR(game, "physics_type") layout.itemS() split = layout.split() - col = split.column() + col = split.column() col.itemR(game, "actor") - col.itemR(game, "ghost") col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful + col = split.column() col.itemR(game, "do_fh", text="Use Material Physics") col.itemR(game, "rotation_fh", text="Rotate From Normal") col.itemR(game, "no_sleeping") layout.itemS() + split = layout.split() + col = split.column() col.itemL(text="Attributes:") - colsub = col.column(align=True) - colsub.itemR(game, "mass") - colsub.itemR(game, "radius") - colsub.itemR(game, "form_factor") + sub = col.column(align=True) + sub.itemR(game, "mass") + sub.itemR(game, "radius") + sub.itemR(game, "form_factor") + col.itemS() + col.itemL(text="Damping:") - colsub = col.column(align=True) - colsub.itemR(game, "damping", text="Translation", slider=True) - colsub.itemR(game, "rotation_damping", text="Rotation", slider=True) + sub = col.column(align=True) + sub.itemR(game, "damping", text="Translation", slider=True) + sub.itemR(game, "rotation_damping", text="Rotation", slider=True) col = split.column() - col.itemL(text="Velocity:") - colsub = col.column(align=True) - colsub.itemR(game, "minimum_velocity", text="Minimum") - colsub.itemR(game, "maximum_velocity", text="Maximum") + sub = col.column(align=True) + sub.itemR(game, "minimum_velocity", text="Minimum") + sub.itemR(game, "maximum_velocity", text="Maximum") + col.itemS() - col.itemR(game, "anisotropic_friction") - colsub = col.column() - colsub.active = game.anisotropic_friction - colsub.itemR(game, "friction_coefficients", text="", slider=True) + col.itemR(game, "anisotropic_friction") + sub = col.column() + sub.active = game.anisotropic_friction + sub.itemR(game, "friction_coefficients", text="", slider=True) layout.itemS() + split = layout.split() - sub = split.column() - sub.itemL(text="Lock Translation:") - sub.itemR(game, "lock_x_axis", text="X") - sub.itemR(game, "lock_y_axis", text="Y") - sub.itemR(game, "lock_z_axis", text="Z") - sub = split.column() - sub.itemL(text="Lock Rotation:") - sub.itemR(game, "lock_x_rot_axis", text="X") - sub.itemR(game, "lock_y_rot_axis", text="Y") - sub.itemR(game, "lock_z_rot_axis", text="Z") + + col = split.column() + col.itemL(text="Lock Translation:") + col.itemR(game, "lock_x_axis", text="X") + col.itemR(game, "lock_y_axis", text="Y") + col.itemR(game, "lock_z_axis", text="Z") + + col = split.column() + col.itemL(text="Lock Rotation:") + col.itemR(game, "lock_x_rot_axis", text="X") + col.itemR(game, "lock_y_rot_axis", text="Y") + col.itemR(game, "lock_z_rot_axis", text="Z") class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): __label__ = "Collision Bounds" def draw_header(self, context): layout = self.layout + ob = context.active_object game = ob.game @@ -90,17 +98,13 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): ob = context.scene.objects[0] game = ob.game - layout.active = game.use_collision_bounds - - + layout.active = game.use_collision_bounds layout.itemR(game, "collision_bounds", text="Bounds") - split = layout.split() - sub = split.column() - sub.itemR(game, "collision_compound", text="Compound") - sub = split.column() - sub.itemR(game, "collision_margin", text="Margin", slider=True) + row = layout.row() + row.itemR(game, "collision_compound", text="Compound") + row.itemR(game, "collision_margin", text="Margin", slider=True) bpy.types.register(PHYSICS_PT_game_physics) bpy.types.register(PHYSICS_PT_game_collision_bounds) @@ -119,6 +123,7 @@ class SCENE_PT_game(SceneButtonsPanel): def draw(self, context): layout = self.layout + rd = context.scene.render_data row = layout.row() @@ -130,64 +135,63 @@ class SCENE_PT_game_player(SceneButtonsPanel): def draw(self, context): layout = self.layout + gs = context.scene.game_data - row = layout.row() - row.itemR(gs, "fullscreen") + + layout.itemR(gs, "fullscreen") split = layout.split() + col = split.column() col.itemL(text="Resolution:") - colsub = col.column(align=True) - colsub.itemR(gs, "resolution_x", slider=False, text="X") - colsub.itemR(gs, "resolution_y", slider=False, text="Y") + sub = col.column(align=True) + sub.itemR(gs, "resolution_x", slider=False, text="X") + sub.itemR(gs, "resolution_y", slider=False, text="Y") col = split.column() col.itemL(text="Quality:") - colsub = col.column(align=True) - colsub.itemR(gs, "depth", text="Bit Depth", slider=False) - colsub.itemR(gs, "frequency", text="FPS", slider=False) + sub = col.column(align=True) + sub.itemR(gs, "depth", text="Bit Depth", slider=False) + sub.itemR(gs, "frequency", text="FPS", slider=False) # framing: col = layout.column() col.itemL(text="Framing:") col.row().itemR(gs, "framing_type", expand=True) - - colsub = col.column() - colsub.itemR(gs, "framing_color", text="") + sub = col.column() + sub.itemR(gs, "framing_color", text="") class SCENE_PT_game_stereo(SceneButtonsPanel): __label__ = "Stereo" def draw(self, context): layout = self.layout + gs = context.scene.game_data + stereo_mode = gs.stereo # stereo options: - col= layout.column() - row = col.row() - row.itemR(gs, "stereo", expand=True) + layout.itemR(gs, "stereo", expand=True) - stereo_mode = gs.stereo - # stereo: if stereo_mode == 'STEREO': - row = layout.row() - row.itemR(gs, "stereo_mode") + layout.itemR(gs, "stereo_mode") # dome: if stereo_mode == 'DOME': - row = layout.row() - row.itemR(gs, "dome_mode", text="Dome Type") + layout.itemR(gs, "dome_mode", text="Dome Type") split=layout.split() + col=split.column() col.itemR(gs, "dome_angle", slider=True) col.itemR(gs, "dome_tesselation", text="Tesselation") + col=split.column() col.itemR(gs, "dome_tilt") col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) - col=layout.column() - col.itemR(gs, "dome_text") + + layout.itemR(gs, "dome_text") bpy.types.register(SCENE_PT_game) bpy.types.register(SCENE_PT_game_player) @@ -207,7 +211,7 @@ class WORLD_PT_game_context_world(WorldButtonsPanel): def poll(self, context): rd = context.scene.render_data - return (context.scene != None) and (rd.use_game_engine) + return (context.scene) and (rd.use_game_engine) def draw(self, context): layout = self.layout @@ -228,6 +232,7 @@ class WORLD_PT_game_world(WorldButtonsPanel): def draw(self, context): layout = self.layout + world = context.world row = layout.row() @@ -270,35 +275,39 @@ class WORLD_PT_game_physics(WorldButtonsPanel): def draw(self, context): layout = self.layout + gs = context.scene.game_data - flow = layout.column_flow() - flow.itemR(gs, "physics_engine") + + layout.itemR(gs, "physics_engine") if gs.physics_engine != "NONE": - flow.itemR(gs, "physics_gravity", text="Gravity") + layout.itemR(gs, "physics_gravity", text="Gravity") split = layout.split() + col = split.column() col.itemL(text="Physics Steps:") - colsub = col.column(align=True) - colsub.itemR(gs, "physics_step_max", text="Max") - colsub.itemR(gs, "physics_step_sub", text="Substeps") + sub = col.column(align=True) + sub.itemR(gs, "physics_step_max", text="Max") + sub.itemR(gs, "physics_step_sub", text="Substeps") col.itemR(gs, "fps", text="FPS") col = split.column() col.itemL(text="Logic Steps:") col.itemR(gs, "logic_step_max", text="Max") - col.itemS() - col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling") - colsub = col.column() - colsub.active = gs.use_occlusion_culling - colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution") + col = layout.column() + col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling") + sub = col.column() + sub.active = gs.use_occlusion_culling + sub.itemR(gs, "occlusion_culling_resolution", text="Resolution") else: split = layout.split() + col = split.column() col.itemL(text="Physics Steps:") col.itemR(gs, "fps", text="FPS") + col = split.column() col.itemL(text="Logic Steps:") col.itemR(gs, "logic_step_max", text="Max") @@ -306,4 +315,3 @@ class WORLD_PT_game_physics(WorldButtonsPanel): bpy.types.register(WORLD_PT_game_context_world) bpy.types.register(WORLD_PT_game_world) bpy.types.register(WORLD_PT_game_physics) - diff --git a/release/ui/buttons_material.py b/release/ui/buttons_material.py index 26a5294f218..729d39e3b60 100644 --- a/release/ui/buttons_material.py +++ b/release/ui/buttons_material.py @@ -11,18 +11,17 @@ class MaterialButtonsPanel(bpy.types.Panel): return (context.material) and (context.scene.render_data.engine in self.COMPAT_ENGINES) class MATERIAL_PT_preview(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_preview" __label__ = "Preview" COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) def draw(self, context): layout = self.layout + mat = context.material layout.template_preview(mat) class MATERIAL_PT_context_material(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_context_material" __show_header__ = False COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) @@ -51,7 +50,6 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel): if context.edit_object: row = layout.row(align=True) - row.itemO("object.material_slot_assign", text="Assign") row.itemO("object.material_slot_select", text="Select") row.itemO("object.material_slot_deselect", text="Deselect") @@ -88,117 +86,115 @@ class MATERIAL_PT_material(MaterialButtonsPanel): if mat.type in ('SURFACE', 'WIRE', 'VOLUME'): split = layout.split() - sub = split.column() - sub.itemR(mat, "alpha", slider=True) - sub.itemR(mat, "ambient", slider=True) - sub.itemR(mat, "emit") - sub.itemR(mat, "translucency", slider=True) + col = split.column() + col.itemR(mat, "alpha", slider=True) + col.itemR(mat, "ambient", slider=True) + col.itemR(mat, "emit") + col.itemR(mat, "translucency", slider=True) - sub = split.column() - sub.itemR(mat, "z_transparency") - sub.itemR(mat, "shadeless") - sub.itemR(mat, "tangent_shading") - sub.itemR(mat, "cubic", slider=True) + col = split.column() + col.itemR(mat, "z_transparency") + col.itemR(mat, "shadeless") + col.itemR(mat, "tangent_shading") + col.itemR(mat, "cubic", slider=True) elif mat.type == 'HALO': layout.itemR(mat, "alpha", slider=True) class MATERIAL_PT_strand(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_strand" __label__ = "Strand" __default_closed__ = True COMPAT_ENGINES = set(['BLENDER_RENDER']) def draw(self, context): layout = self.layout - tan = context.material.strand + mat = context.material + tan = mat.strand split = layout.split() - sub = split.column() - sub.itemL(text="Size:") - sub.itemR(tan, "start_size", text="Root") - sub.itemR(tan, "end_size", text="Tip") - sub.itemR(tan, "min_size", text="Minimum") - sub.itemR(tan, "blender_units") - colsub = sub.column() - colsub.active = mat.shadeless== False - colsub.itemR(tan, "tangent_shading") - - sub = split.column() - sub.itemR(tan, "shape") - sub.itemR(tan, "width_fade") - sub.itemR(tan, "uv_layer") - colsub = sub.column() - colsub.active = mat.shadeless== False - colsub.itemR(tan, "surface_diffuse") - colsubsub = colsub.column() - colsubsub.active = tan.surface_diffuse - colsubsub.itemR(tan, "blend_distance", text="Distance") + col = split.column() + col.itemL(text="Size:") + col.itemR(tan, "start_size", text="Root") + col.itemR(tan, "end_size", text="Tip") + col.itemR(tan, "min_size", text="Minimum") + col.itemR(tan, "blender_units") + sub = col.column() + sub.active = mat.shadeless == False + sub.itemR(tan, "tangent_shading") + + col = split.column() + col.itemR(tan, "shape") + col.itemR(tan, "width_fade") + col.itemR(tan, "uv_layer") + sub = col.column() + sub.active = mat.shadeless == False + sub.itemR(tan, "surface_diffuse") + sub = col.column() + sub.active = tan.surface_diffuse + sub.itemR(tan, "blend_distance", text="Distance") class MATERIAL_PT_options(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_options" __label__ = "Options" COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) def draw(self, context): layout = self.layout + mat = context.material split = layout.split() - sub = split.column() - sub.itemR(mat, "traceable") - sub.itemR(mat, "full_oversampling") - sub.itemR(mat, "sky") - sub.itemR(mat, "exclude_mist") - sub.itemR(mat, "invert_z") - - col = sub.column(align=True) - col.itemL(text="Light Group:") - col.itemR(mat, "light_group", text="") - row = col.row() + col = split.column() + col.itemR(mat, "traceable") + col.itemR(mat, "full_oversampling") + col.itemR(mat, "sky") + col.itemR(mat, "exclude_mist") + col.itemR(mat, "invert_z") + sub = col.column(align=True) + sub.itemL(text="Light Group:") + sub.itemR(mat, "light_group", text="") + row = sub.row() row.active = mat.light_group row.itemR(mat, "light_group_exclusive", text="Exclusive") - sub = split.column() - sub.itemR(mat, "face_texture") - colsub = sub.column() - colsub.active = mat.face_texture - colsub.itemR(mat, "face_texture_alpha") - sub.itemR(mat, "vertex_color_paint") - sub.itemR(mat, "vertex_color_light") - sub.itemR(mat, "object_color") + col = split.column() + col.itemR(mat, "face_texture") + sub = col.column() + sub.active = mat.face_texture + sub.itemR(mat, "face_texture_alpha") + col.itemR(mat, "vertex_color_paint") + col.itemR(mat, "vertex_color_light") + col.itemR(mat, "object_color") class MATERIAL_PT_shadows(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_shadows" __label__ = "Shadows" COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) def draw(self, context): layout = self.layout + mat = context.material split = layout.split() - sub = split.column() - sub.itemR(mat, "shadows", text="Receive") - sub.itemR(mat, "transparent_shadows", text="Receive Transparent") - sub.itemR(mat, "only_shadow", text="Shadows Only") - sub.itemR(mat, "cast_shadows_only", text="Cast Only") - sub.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", slider=True) - sub = split.column() - sub.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias") - colsub = sub.column() - colsub.active = not mat.ray_shadow_bias - colsub.itemR(mat, "shadow_ray_bias", text="Ray Shadow Bias") + col = split.column() + col.itemR(mat, "shadows", text="Receive") + col.itemR(mat, "transparent_shadows", text="Receive Transparent") + col.itemR(mat, "only_shadow", text="Shadows Only") + col.itemR(mat, "cast_shadows_only", text="Cast Only") + col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", slider=True) + + col = split.column() + col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias") + sub = col.column() + sub.active = not mat.ray_shadow_bias + sub.itemR(mat, "shadow_ray_bias", text="Ray Shadow Bias") sub.itemR(mat, "cast_buffer_shadows") sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias") - class MATERIAL_PT_diffuse(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_diffuse" __label__ = "Diffuse" COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) @@ -207,42 +203,41 @@ class MATERIAL_PT_diffuse(MaterialButtonsPanel): def draw(self, context): layout = self.layout + mat = context.material split = layout.split() - sub = split.column() - sub.itemR(mat, "diffuse_color", text="") - row = sub.row() - row.active = mat.shadeless== False - row.itemR(mat, "diffuse_reflection", text="Intensity", slider=True) - - sub = split.column() + col = split.column() + col.itemR(mat, "diffuse_color", text="") + sub = col.column() sub.active = mat.shadeless== False - sub.itemR(mat, "diffuse_shader", text="") - sub.itemR(mat, "use_diffuse_ramp", text="Ramp") + sub.itemR(mat, "diffuse_reflection", text="Intensity", slider=True) - split = layout.split() - split.active = mat.shadeless== False - sub = split.column() + col = split.column() + col.active = mat.shadeless== False + col.itemR(mat, "diffuse_shader", text="") + col.itemR(mat, "use_diffuse_ramp", text="Ramp") + + col = layout.column() + col.active = mat.shadeless== False if mat.diffuse_shader == 'OREN_NAYAR': - sub.itemR(mat, "roughness") - if mat.diffuse_shader == 'MINNAERT': - sub.itemR(mat, "darkness") - if mat.diffuse_shader == 'TOON': - sub.itemR(mat, "diffuse_toon_size", text="Size") - sub = split.column() - sub.itemR(mat, "diffuse_toon_smooth", text="Smooth") - if mat.diffuse_shader == 'FRESNEL': - sub.itemR(mat, "diffuse_fresnel", text="Fresnel") - sub = split.column() - sub.itemR(mat, "diffuse_fresnel_factor", text="Factor") - - if mat.use_diffuse_ramp: + col.itemR(mat, "roughness") + elif mat.diffuse_shader == 'MINNAERT': + col.itemR(mat, "darkness") + elif mat.diffuse_shader == 'TOON': + row = col.row() + row.itemR(mat, "diffuse_toon_size", text="Size") + row.itemR(mat, "diffuse_toon_smooth", text="Smooth") + elif mat.diffuse_shader == 'FRESNEL': + row = col.row() + row.itemR(mat, "diffuse_fresnel", text="Fresnel") + row.itemR(mat, "diffuse_fresnel_factor", text="Factor") + + elif mat.use_diffuse_ramp: layout.template_color_ramp(mat.diffuse_ramp, expand=True) class MATERIAL_PT_specular(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_specular" __label__ = "Specular" COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) @@ -251,41 +246,39 @@ class MATERIAL_PT_specular(MaterialButtonsPanel): def draw(self, context): layout = self.layout + mat = context.material - layout.active = mat.shadeless== False + layout.active = mat.shadeless == False split = layout.split() - sub = split.column() - sub.itemR(mat, "specular_color", text="") - sub.itemR(mat, "specular_reflection", text="Intensity", slider=True) + col = split.column() + col.itemR(mat, "specular_color", text="") + col.itemR(mat, "specular_reflection", text="Intensity", slider=True) - sub = split.column() - sub.itemR(mat, "specular_shader", text="") - sub.itemR(mat, "use_specular_ramp", text="Ramp") - - split = layout.split() - - sub = split.column() + col = split.column() + col.itemR(mat, "specular_shader", text="") + col.itemR(mat, "use_specular_ramp", text="Ramp") + + col = layout.column() if mat.specular_shader in ('COOKTORR', 'PHONG'): - sub.itemR(mat, "specular_hardness", text="Hardness") - if mat.specular_shader == 'BLINN': - sub.itemR(mat, "specular_hardness", text="Hardness") - sub = split.column() - sub.itemR(mat, "specular_ior", text="IOR") - if mat.specular_shader == 'WARDISO': - sub.itemR(mat, "specular_slope", text="Slope") - if mat.specular_shader == 'TOON': - sub.itemR(mat, "specular_toon_size", text="Size") - sub = split.column() - sub.itemR(mat, "specular_toon_smooth", text="Smooth") + col.itemR(mat, "specular_hardness", text="Hardness") + elif mat.specular_shader == 'BLINN': + row = col.row() + row.itemR(mat, "specular_hardness", text="Hardness") + row.itemR(mat, "specular_ior", text="IOR") + elif mat.specular_shader == 'WARDISO': + col.itemR(mat, "specular_slope", text="Slope") + elif mat.specular_shader == 'TOON': + row = col.row() + row.itemR(mat, "specular_toon_size", text="Size") + row.itemR(mat, "specular_toon_smooth", text="Smooth") if mat.use_specular_ramp: layout.template_color_ramp(mat.specular_ramp, expand=True) class MATERIAL_PT_sss(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_sss" __label__ = "Subsurface Scattering" __default_closed__ = True COMPAT_ENGINES = set(['BLENDER_RENDER']) @@ -301,30 +294,31 @@ class MATERIAL_PT_sss(MaterialButtonsPanel): def draw(self, context): layout = self.layout - sss = context.material.subsurface_scattering + mat = context.material + sss = context.material.subsurface_scattering + layout.active = sss.enabled split = layout.split() split.active = mat.shadeless== False - sub = split.column() - sub.itemR(sss, "color", text="") - sub.itemL(text="Blend:") - sub.itemR(sss, "color_factor", slider=True) - sub.itemR(sss, "texture_factor", slider=True) - sub.itemL(text="Scattering Weight:") - sub.itemR(sss, "front") - sub.itemR(sss, "back") - - sub = split.column() - sub.itemR(sss, "ior") - sub.itemR(sss, "scale") - sub.itemR(sss, "radius", text="RGB Radius") - sub.itemR(sss, "error_tolerance") + col = split.column() + col.itemR(sss, "color", text="") + col.itemL(text="Blend:") + col.itemR(sss, "color_factor", slider=True) + col.itemR(sss, "texture_factor", slider=True) + col.itemL(text="Scattering Weight:") + col.itemR(sss, "front") + col.itemR(sss, "back") + + col = split.column() + col.itemR(sss, "ior") + col.itemR(sss, "scale") + col.itemR(sss, "radius", text="RGB Radius") + col.itemR(sss, "error_tolerance") class MATERIAL_PT_raymir(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_raymir" __label__ = "Ray Mirror" __default_closed__ = True COMPAT_ENGINES = set(['BLENDER_RENDER']) @@ -334,32 +328,34 @@ class MATERIAL_PT_raymir(MaterialButtonsPanel): def draw_header(self, context): layout = self.layout + raym = context.material.raytrace_mirror layout.itemR(raym, "enabled", text="") def draw(self, context): layout = self.layout - raym = context.material.raytrace_mirror + mat = context.material + raym = context.material.raytrace_mirror layout.active = raym.enabled split = layout.split() - sub = split.column() - sub.itemR(raym, "reflect", text="Reflectivity", slider=True) - sub.itemR(mat, "mirror_color", text="") - sub.itemR(raym, "fresnel") - sub.itemR(raym, "fresnel_fac", text="Fac", slider=True) + col = split.column() + col.itemR(raym, "reflect", text="Reflectivity", slider=True) + col.itemR(mat, "mirror_color", text="") + col.itemR(raym, "fresnel") + col.itemR(raym, "fresnel_fac", text="Fac", slider=True) - sub = split.column() - sub.itemR(raym, "gloss", slider=True) - colsub = sub.column() - colsub.active = raym.gloss < 1 - colsub.itemR(raym, "gloss_threshold", slider=True, text="Threshold") - colsub.itemR(raym, "gloss_samples", text="Samples") - colsub.itemR(raym, "gloss_anisotropic", slider=True, text="Anisotropic") + col = split.column() + col.itemR(raym, "gloss", slider=True) + sub = col.column() + sub.active = raym.gloss < 1 + sub.itemR(raym, "gloss_threshold", slider=True, text="Threshold") + sub.itemR(raym, "gloss_samples", text="Samples") + sub.itemR(raym, "gloss_anisotropic", slider=True, text="Anisotropic") row = layout.row() row.itemR(raym, "distance", text="Max Dist") @@ -368,7 +364,6 @@ class MATERIAL_PT_raymir(MaterialButtonsPanel): layout.itemR(raym, "fade_to") class MATERIAL_PT_raytransp(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_raytransp" __label__= "Ray Transparency" __default_closed__ = True COMPAT_ENGINES = set(['BLENDER_RENDER']) @@ -378,34 +373,34 @@ class MATERIAL_PT_raytransp(MaterialButtonsPanel): def draw_header(self, context): layout = self.layout + rayt = context.material.raytrace_transparency layout.itemR(rayt, "enabled", text="") def draw(self, context): layout = self.layout - rayt = context.material.raytrace_transparency + mat = context.material + rayt = context.material.raytrace_transparency - layout.active = rayt.enabled + layout.active = rayt.enabled and mat.shadeless = False split = layout.split() - split.active = mat.shadeless== False - sub = split.column() - sub.itemR(rayt, "ior") - sub.itemR(rayt, "fresnel") - sub.itemR(rayt, "fresnel_fac", text="Fac", slider=True) + col = split.column() + col.itemR(rayt, "ior") + col.itemR(rayt, "fresnel") + col.itemR(rayt, "fresnel_fac", text="Fac", slider=True) - sub = split.column() - sub.itemR(rayt, "gloss", slider=True) - colsub = sub.column() - colsub.active = rayt.gloss < 1 - colsub.itemR(rayt, "gloss_threshold", slider=True, text="Threshold") - colsub.itemR(rayt, "gloss_samples", text="Samples") + col = split.column() + col.itemR(rayt, "gloss", slider=True) + sub = col.column() + sub.active = rayt.gloss < 1 + sub.itemR(rayt, "gloss_threshold", slider=True, text="Threshold") + sub.itemR(rayt, "gloss_samples", text="Samples") flow = layout.column_flow() - flow.active = mat.shadeless== False flow.itemR(rayt, "filter", slider=True) flow.itemR(rayt, "limit") flow.itemR(rayt, "falloff") @@ -413,7 +408,6 @@ class MATERIAL_PT_raytransp(MaterialButtonsPanel): flow.itemR(rayt, "depth") class MATERIAL_PT_halo(MaterialButtonsPanel): - __idname__= "MATERIAL_PT_halo" __label__= "Halo" COMPAT_ENGINES = set(['BLENDER_RENDER']) @@ -433,7 +427,6 @@ class MATERIAL_PT_halo(MaterialButtonsPanel): col.itemR(halo, "size") col.itemR(halo, "hardness") col.itemR(halo, "add", slider=True) - col.itemL(text="Options:") col.itemR(halo, "use_texture", text="Texture") col.itemR(halo, "use_vertex_normal", text="Vertex Normal") @@ -442,30 +435,28 @@ class MATERIAL_PT_halo(MaterialButtonsPanel): col.itemR(halo, "soft") col = split.column() - col = col.column() col.itemR(halo, "ring") - colsub = col.column() - colsub.active = halo.ring - colsub.itemR(halo, "rings") - colsub.itemR(mat, "mirror_color", text="") + sub = col.column() + sub.active = halo.ring + sub.itemR(halo, "rings") + sub.itemR(mat, "mirror_color", text="") col.itemR(halo, "lines") - colsub = col.column() - colsub.active = halo.lines - colsub.itemR(halo, "line_number", text="Lines") - colsub.itemR(mat, "specular_color", text="") + sub = col.column() + sub.active = halo.lines + sub.itemR(halo, "line_number", text="Lines") + sub.itemR(mat, "specular_color", text="") col.itemR(halo, "star") - colsub = col.column() - colsub.active = halo.star - colsub.itemR(halo, "star_tips") + sub = col.column() + sub.active = halo.star + sub.itemR(halo, "star_tips") col.itemR(halo, "flare_mode") - colsub = col.column() - colsub.active = halo.flare_mode - colsub.itemR(halo, "flare_size", text="Size") - colsub.itemR(halo, "flare_subsize", text="Subsize") - colsub.itemR(halo, "flare_boost", text="Boost") - colsub.itemR(halo, "flare_seed", text="Seed") - colsub.itemR(halo, "flares_sub", text="Sub") - + sub = col.column() + sub.active = halo.flare_mode + sub.itemR(halo, "flare_size", text="Size") + sub.itemR(halo, "flare_subsize", text="Subsize") + sub.itemR(halo, "flare_boost", text="Boost") + sub.itemR(halo, "flare_seed", text="Seed") + sub.itemR(halo, "flares_sub", text="Sub") bpy.types.register(MATERIAL_PT_context_material) bpy.types.register(MATERIAL_PT_preview) diff --git a/release/ui/buttons_object.py b/release/ui/buttons_object.py index b2c8105f2bb..d59ed604c55 100644 --- a/release/ui/buttons_object.py +++ b/release/ui/buttons_object.py @@ -11,6 +11,7 @@ class OBJECT_PT_context_object(ObjectButtonsPanel): def draw(self, context): layout = self.layout + ob = context.object row = layout.row() @@ -22,6 +23,7 @@ class OBJECT_PT_transform(ObjectButtonsPanel): def draw(self, context): layout = self.layout + ob = context.object row = layout.row() @@ -34,9 +36,11 @@ class OBJECT_PT_relations(ObjectButtonsPanel): def draw(self, context): layout = self.layout + ob = context.object split = layout.split() + col = split.column() col.itemR(ob, "layers") col.itemS() @@ -58,6 +62,7 @@ class OBJECT_PT_groups(ObjectButtonsPanel): def draw(self, context): layout = self.layout + ob = context.object split = layout.split() @@ -83,6 +88,7 @@ class OBJECT_PT_display(ObjectButtonsPanel): def draw(self, context): layout = self.layout + ob = context.object row = layout.row() @@ -102,6 +108,7 @@ class OBJECT_PT_duplication(ObjectButtonsPanel): def draw(self, context): layout = self.layout + ob = context.object layout.itemR(ob, "dupli_type", expand=True) @@ -109,13 +116,13 @@ class OBJECT_PT_duplication(ObjectButtonsPanel): if ob.dupli_type == 'FRAMES': split = layout.split() - sub = split.column(align=True) - sub.itemR(ob, "dupli_frames_start", text="Start") - sub.itemR(ob, "dupli_frames_end", text="End") + col = split.column(align=True) + col.itemR(ob, "dupli_frames_start", text="Start") + col.itemR(ob, "dupli_frames_end", text="End") - sub = split.column(align=True) - sub.itemR(ob, "dupli_frames_on", text="On") - sub.itemR(ob, "dupli_frames_off", text="Off") + col = split.column(align=True) + col.itemR(ob, "dupli_frames_on", text="On") + col.itemR(ob, "dupli_frames_off", text="Off") layout.itemR(ob, "dupli_frames_no_speed", text="No Speed") @@ -135,30 +142,31 @@ class OBJECT_PT_animation(ObjectButtonsPanel): def draw(self, context): layout = self.layout + ob = context.object split = layout.split() - sub = split.column() - sub.itemL(text="Time Offset:") - sub.itemR(ob, "time_offset_edit", text="Edit") - row = sub.row() + col = split.column() + col.itemL(text="Time Offset:") + col.itemR(ob, "time_offset_edit", text="Edit") + row = col.row() row.itemR(ob, "time_offset_particle", text="Particle") row.active = len(ob.particle_systems) != 0 - row = sub.row() + row = col.row() row.itemR(ob, "time_offset_parent", text="Parent") row.active = ob.parent != None - row = sub.row() + row = col.row() row.itemR(ob, "slow_parent") row.active = ob.parent != None - sub.itemR(ob, "time_offset", text="Offset") - - sub = split.column() - sub.itemL(text="Track:") - sub.itemR(ob, "track", text="") - sub.itemR(ob, "track_axis", text="Axis") - sub.itemR(ob, "up_axis", text="Up Axis") - row = sub.row() + col.itemR(ob, "time_offset", text="Offset") + + col = split.column() + col.itemL(text="Track:") + col.itemR(ob, "track", text="") + col.itemR(ob, "track_axis", text="Axis") + col.itemR(ob, "up_axis", text="Up Axis") + row = col.row() row.itemR(ob, "track_override_parent", text="Override Parent") row.active = ob.parent != None diff --git a/release/ui/buttons_object_constraint.py b/release/ui/buttons_object_constraint.py index b239a96a16a..3804ef5d409 100644 --- a/release/ui/buttons_object_constraint.py +++ b/release/ui/buttons_object_constraint.py @@ -8,6 +8,7 @@ class ConstraintButtonsPanel(bpy.types.Panel): def draw_constraint(self, con): layout = self.layout + box = layout.template_constraint(con) if box: @@ -91,23 +92,23 @@ class ConstraintButtonsPanel(bpy.types.Panel): split = layout.split() - sub = split.column() - sub.itemL(text="Location:") - sub.itemR(con, "locationx", text="X") - sub.itemR(con, "locationy", text="Y") - sub.itemR(con, "locationz", text="Z") + col = split.column() + col.itemL(text="Location:") + col.itemR(con, "locationx", text="X") + col.itemR(con, "locationy", text="Y") + col.itemR(con, "locationz", text="Z") - sub = split.column() - sub.itemL(text="Rotation:") - sub.itemR(con, "rotationx", text="X") - sub.itemR(con, "rotationy", text="Y") - sub.itemR(con, "rotationz", text="Z") + col = split.column() + col.itemL(text="Rotation:") + col.itemR(con, "rotationx", text="X") + col.itemR(con, "rotationy", text="Y") + col.itemR(con, "rotationz", text="Z") - sub = split.column() - sub.itemL(text="Scale:") - sub.itemR(con, "sizex", text="X") - sub.itemR(con, "sizey", text="Y") - sub.itemR(con, "sizez", text="Z") + col = split.column() + col.itemL(text="Scale:") + col.itemR(con, "sizex", text="X") + col.itemR(con, "sizey", text="Y") + col.itemR(con, "sizez", text="Z") row = layout.row() row.itemO("constraint.childof_set_inverse") @@ -134,18 +135,18 @@ class ConstraintButtonsPanel(bpy.types.Panel): if con.pole_target and con.pole_target.type == "ARMATURE": layout.item_pointerR(con, "pole_subtarget", con.pole_target.data, "bones", text="Bone") - col = layout.column_flow() - col.itemR(con, "iterations") - col.itemR(con, "pole_angle") - col.itemR(con, "weight") - col.itemR(con, "orient_weight") - col.itemR(con, "chain_length") + flow = layout.column_flow() + flow.itemR(con, "iterations") + flow.itemR(con, "pole_angle") + flow.itemR(con, "weight") + flow.itemR(con, "orient_weight") + flow.itemR(con, "chain_length") - col = layout.column_flow() - col.itemR(con, "tail") - col.itemR(con, "rotation") - col.itemR(con, "targetless") - col.itemR(con, "stretch") + flow = layout.column_flow() + flow.itemR(con, "tail") + flow.itemR(con, "rotation") + flow.itemR(con, "targetless") + flow.itemR(con, "stretch") def follow_path(self, layout, con): self.target_template(layout, con) @@ -168,24 +169,24 @@ class ConstraintButtonsPanel(bpy.types.Panel): col = split.column() col.itemR(con, "use_limit_x") - colsub = col.column() - colsub.active = con.use_limit_x - colsub.itemR(con, "minimum_x", text="Min") - colsub.itemR(con, "maximum_x", text="Max") + sub = col.column() + sub.active = con.use_limit_x + sub.itemR(con, "minimum_x", text="Min") + sub.itemR(con, "maximum_x", text="Max") col = split.column() col.itemR(con, "use_limit_y") - colsub = col.column() - colsub.active = con.use_limit_y - colsub.itemR(con, "minimum_y", text="Min") - colsub.itemR(con, "maximum_y", text="Max") + sub = col.column() + sub.active = con.use_limit_y + sub.itemR(con, "minimum_y", text="Min") + sub.itemR(con, "maximum_y", text="Max") col = split.column() col.itemR(con, "use_limit_z") - colsub = col.column() - colsub.active = con.use_limit_z - colsub.itemR(con, "minimum_z", text="Min") - colsub.itemR(con, "maximum_z", text="Max") + sub = col.column() + sub.active = con.use_limit_z + sub.itemR(con, "minimum_z", text="Min") + sub.itemR(con, "maximum_z", text="Max") row = layout.row() row.itemR(con, "limit_transform") @@ -200,33 +201,33 @@ class ConstraintButtonsPanel(bpy.types.Panel): col = split.column() col.itemR(con, "use_minimum_x") - colsub = col.column() - colsub.active = con.use_minimum_x - colsub.itemR(con, "minimum_x", text="") + sub = col.column() + sub.active = con.use_minimum_x + sub.itemR(con, "minimum_x", text="") col.itemR(con, "use_maximum_x") - colsub = col.column() - colsub.active = con.use_maximum_x - colsub.itemR(con, "maximum_x", text="") + sub = col.column() + sub.active = con.use_maximum_x + sub.itemR(con, "maximum_x", text="") col = split.column() col.itemR(con, "use_minimum_y") - colsub = col.column() - colsub.active = con.use_minimum_y - colsub.itemR(con, "minimum_y", text="") + sub = col.column() + sub.active = con.use_minimum_y + sub.itemR(con, "minimum_y", text="") col.itemR(con, "use_maximum_y") - colsub = col.column() - colsub.active = con.use_maximum_y - colsub.itemR(con, "maximum_y", text="") + sub = col.column() + sub.active = con.use_maximum_y + sub.itemR(con, "maximum_y", text="") col = split.column() col.itemR(con, "use_minimum_z") - colsub = col.column() - colsub.active = con.use_minimum_z - colsub.itemR(con, "minimum_z", text="") + sub = col.column() + sub.active = con.use_minimum_z + sub.itemR(con, "minimum_z", text="") col.itemR(con, "use_maximum_z") - colsub = col.column() - colsub.active = con.use_maximum_z - colsub.itemR(con, "maximum_z", text="") + sub = col.column() + sub.active = con.use_maximum_z + sub.itemR(con, "maximum_z", text="") row = layout.row() row.itemR(con, "limit_transform") @@ -241,33 +242,33 @@ class ConstraintButtonsPanel(bpy.types.Panel): col = split.column() col.itemR(con, "use_minimum_x") - colsub = col.column() - colsub.active = con.use_minimum_x - colsub.itemR(con, "minimum_x", text="") + sub = col.column() + sub.active = con.use_minimum_x + sub.itemR(con, "minimum_x", text="") col.itemR(con, "use_maximum_x") - colsub = col.column() - colsub.active = con.use_maximum_x - colsub.itemR(con, "maximum_x", text="") + sub = col.column() + sub.active = con.use_maximum_x + sub.itemR(con, "maximum_x", text="") col = split.column() col.itemR(con, "use_minimum_y") - colsub = col.column() - colsub.active = con.use_minimum_y - colsub.itemR(con, "minimum_y", text="") + sub = col.column() + sub.active = con.use_minimum_y + sub.itemR(con, "minimum_y", text="") col.itemR(con, "use_maximum_y") - colsub = col.column() - colsub.active = con.use_maximum_y - colsub.itemR(con, "maximum_y", text="") + sub = col.column() + sub.active = con.use_maximum_y + sub.itemR(con, "maximum_y", text="") col = split.column() col.itemR(con, "use_minimum_z") - colsub = col.column() - colsub.active = con.use_minimum_z - colsub.itemR(con, "minimum_z", text="") + sub = col.column() + sub.active = con.use_minimum_z + sub.itemR(con, "minimum_z", text="") col.itemR(con, "use_maximum_z") - colsub = col.column() - colsub.active = con.use_maximum_z - colsub.itemR(con, "maximum_z", text="") + sub = col.column() + sub.active = con.use_maximum_z + sub.itemR(con, "maximum_z", text="") row = layout.row() row.itemR(con, "limit_transform") @@ -284,21 +285,21 @@ class ConstraintButtonsPanel(bpy.types.Panel): col = split.column() col.itemR(con, "rotate_like_x", text="X") - colsub = col.column() - colsub.active = con.rotate_like_x - colsub.itemR(con, "invert_x", text="Invert") + sub = col.column() + sub.active = con.rotate_like_x + sub.itemR(con, "invert_x", text="Invert") col = split.column() col.itemR(con, "rotate_like_y", text="Y") - colsub = col.column() - colsub.active = con.rotate_like_y - colsub.itemR(con, "invert_y", text="Invert") + sub = col.column() + sub.active = con.rotate_like_y + sub.itemR(con, "invert_y", text="Invert") col = split.column() col.itemR(con, "rotate_like_z", text="Z") - colsub = col.column() - colsub.active = con.rotate_like_z - colsub.itemR(con, "invert_z", text="Invert") + sub = col.column() + sub.active = con.rotate_like_z + sub.itemR(con, "invert_z", text="Invert") layout.itemR(con, "offset") @@ -311,21 +312,21 @@ class ConstraintButtonsPanel(bpy.types.Panel): col = split.column() col.itemR(con, "locate_like_x", text="X") - colsub = col.column() - colsub.active = con.locate_like_x - colsub.itemR(con, "invert_x", text="Invert") + sub = col.column() + sub.active = con.locate_like_x + sub.itemR(con, "invert_x", text="Invert") col = split.column() col.itemR(con, "locate_like_y", text="Y") - colsub = col.column() - colsub.active = con.locate_like_y - colsub.itemR(con, "invert_y", text="Invert") + sub = col.column() + sub.active = con.locate_like_y + sub.itemR(con, "invert_y", text="Invert") col = split.column() col.itemR(con, "locate_like_z", text="Z") - colsub = col.column() - colsub.active = con.locate_like_z - colsub.itemR(con, "invert_z", text="Invert") + sub = col.column() + sub.active = con.locate_like_z + sub.itemR(con, "invert_z", text="Invert") layout.itemR(con, "offset") @@ -516,11 +517,11 @@ class OBJECT_PT_constraints(ConstraintButtonsPanel): __context__ = "constraint" def poll(self, context): - return (context.object != None) + return (context.object) def draw(self, context): - ob = context.object layout = self.layout + ob = context.object row = layout.row() row.item_menu_enumO("object.constraint_add", "type") @@ -538,9 +539,10 @@ class BONE_PT_constraints(ConstraintButtonsPanel): return (ob and ob.type == "ARMATURE" and context.bone) def draw(self, context): + layout = self.layout + ob = context.object pchan = ob.pose.pose_channels[context.bone.name] - layout = self.layout row = layout.row() row.item_menu_enumO("pose.constraint_add", "type") diff --git a/release/ui/buttons_physics_field.py b/release/ui/buttons_physics_field.py index 180133f599e..b9c81042a13 100644 --- a/release/ui/buttons_physics_field.py +++ b/release/ui/buttons_physics_field.py @@ -16,6 +16,7 @@ class PHYSICS_PT_field(PhysicButtonsPanel): def draw(self, context): layout = self.layout + ob = context.object field = ob.field @@ -24,65 +25,67 @@ class PHYSICS_PT_field(PhysicButtonsPanel): split = layout.split(percentage=0.3) split.itemL(text="Type:") - split.itemR(field, "type", text="" - ) + split.itemR(field, "type", text="") split = layout.split() - sub = split.column() + col = split.column() if field.type == "GUIDE": - sub = col.column() - sub.itemR(field, "guide_path_add") + col.itemR(field, "guide_path_add") + + elif field.type == "WIND": + col.itemR(field, "strength") - if field.type == "WIND": - sub.itemR(field, "strength") - sub = split.column() - sub.itemR(field, "noise") - sub.itemR(field, "seed") + col = split.column() + col.itemR(field, "noise") + col.itemR(field, "seed") - - if field.type == "VORTEX": - sub.itemR(field, "strength") - sub = split.column() - sub.itemL(text="") + elif field.type == "VORTEX": + col.itemR(field, "strength") + + col = split.column() + col.itemL(text="") - if field.type in ("SPHERICAL", "CHARGE", "LENNARDJ"): - sub.itemR(field, "strength") - sub = split.column() - sub.itemR(field, "planar") - sub.itemR(field, "surface") - - if field.type == "BOID": - sub.itemR(field, "strength") - sub = split.column() - sub.itemR(field, "surface") - - if field.type == "MAGNET": - sub.itemR(field, "strength") - sub = split.column() - sub.itemR(field, "planar") - - if field.type == "HARMONIC": - sub.itemR(field, "strength") - sub.itemR(field, "harmonic_damping", text="Damping") - sub = split.column() - sub.itemR(field, "surface") - sub.itemR(field, "planar") - - if field.type == "TEXTURE": - sub.itemR(field, "strength") - sub.itemR(field, "texture", text="") - sub.itemR(field, "texture_mode") - sub.itemR(field, "texture_nabla") - sub = split.column() - sub.itemR(field, "use_coordinates") - sub.itemR(field, "root_coordinates") - sub.itemR(field, "force_2d") + elif field.type in ("SPHERICAL", "CHARGE", "LENNARDJ"): + col.itemR(field, "strength") - if field.type in ("HARMONIC", "SPHERICAL", "CHARGE", "WIND", "VORTEX", "TEXTURE", "MAGNET", "BOID"): - + col = split.column() + col.itemR(field, "planar") + col.itemR(field, "surface") + + elif field.type == "BOID": + col.itemR(field, "strength") + + col = split.column() + col.itemR(field, "surface") + + elif field.type == "MAGNET": + col.itemR(field, "strength") + + col = split.column() + col.itemR(field, "planar") + + elif field.type == "HARMONIC": + col.itemR(field, "strength") + col.itemR(field, "harmonic_damping", text="Damping") + col = split.column() + col.itemR(field, "surface") + col.itemR(field, "planar") + + elif field.type == "TEXTURE": + col.itemR(field, "strength") + col.itemR(field, "texture", text="") + col.itemR(field, "texture_mode") + col.itemR(field, "texture_nabla") + + col = split.column() + col.itemR(field, "use_coordinates") + col.itemR(field, "root_coordinates") + col.itemR(field, "force_2d") + + if field.type in ("HARMONIC", "SPHERICAL", "CHARGE", "WIND", "VORTEX", "TEXTURE", "MAGNET", "BOID"): layout.itemS() layout.itemL(text="Falloff:") layout.itemR(field, "falloff_type", expand=True) @@ -93,19 +96,18 @@ class PHYSICS_PT_field(PhysicButtonsPanel): layout.itemS() split = layout.split() - sub = split.column() - - sub.itemR(field, "use_min_distance", text="Minimum") - colsub1 = sub.column() - colsub1.active = field.use_min_distance - colsub1.itemR(field, "minimum_distance", text="Distance") - sub = split.column() + col = split.column() + col.itemR(field, "use_min_distance", text="Minimum") + sub = col.column() + sub.active = field.use_min_distance + sub.itemR(field, "minimum_distance", text="Distance") - sub.itemR(field, "use_max_distance", text="Maximum") - colsub2 = sub.column() - colsub2.active = field.use_max_distance - colsub2.itemR(field, "maximum_distance", text="Distance") + col = split.column() + col.itemR(field, "use_max_distance", text="Maximum") + sub = col.column() + sub.active = field.use_max_distance + sub.itemR(field, "maximum_distance", text="Distance") if field.falloff_type == "CONE": layout.itemS() @@ -113,45 +115,43 @@ class PHYSICS_PT_field(PhysicButtonsPanel): row = layout.row() row.itemR(field, "radial_falloff", text="Power") - row.itemL(text="") + row.itemL() split = layout.split() - sub = split.column() - - sub.itemR(field, "use_radial_min", text="Minimum") - colsub1 = sub.column() - colsub1.active = field.use_radial_min - colsub1.itemR(field, "radial_minimum", text="Angle") - - sub = split.column() - sub.itemR(field, "use_radial_max", text="Maximum") - colsub2 = sub.column() - colsub2.active = field.use_radial_max - colsub2.itemR(field, "radial_maximum", text="Angle") + col = split.column() + col.itemR(field, "use_radial_min", text="Minimum") + sub = col.column() + sub.active = field.use_radial_min + sub.itemR(field, "radial_minimum", text="Angle") - if field.falloff_type == "TUBE": + col = split.column() + col.itemR(field, "use_radial_max", text="Maximum") + sub = col.column() + sub.active = field.use_radial_max + sub.itemR(field, "radial_maximum", text="Angle") + elif field.falloff_type == "TUBE": layout.itemS() layout.itemL(text="Radial:") + row = layout.row() row.itemR(field, "radial_falloff", text="Power") - row.itemL(text="") + row.itemL() split = layout.split() - sub = split.column() - - sub.itemR(field, "use_radial_min", text="Minimum") - colsub1 = sub.column() - colsub1.active = field.use_radial_min - colsub1.itemR(field, "radial_minimum", text="Distance") - sub = split.column() + col = split.column() + col.itemR(field, "use_radial_min", text="Minimum") + sub = col.column() + sub.active = field.use_radial_min + sub.itemR(field, "radial_minimum", text="Distance") - sub.itemR(field, "use_radial_max", text="Maximum") - colsub2 = sub.column() - colsub2.active = field.use_radial_max - colsub2.itemR(field, "radial_maximum", text="Distance") + col = split.column() + col.itemR(field, "use_radial_max", text="Maximum") + sub = col.column() + sub.active = field.use_radial_max + sub.itemR(field, "radial_maximum", text="Distance") #if ob.type in "CURVE": #if field.type == "GUIDE": @@ -179,6 +179,7 @@ class PHYSICS_PT_collision(PhysicButtonsPanel): def draw(self, context): layout = self.layout + md = context.collision settings = context.object.collision @@ -190,25 +191,25 @@ class PHYSICS_PT_collision(PhysicButtonsPanel): col.itemL(text="Particle:") col.itemR(settings, "permeability", slider=True) col.itemL(text="Particle Damping:") - colsub = col.column(align=True) - colsub.itemR(settings, "damping_factor", text="Factor", slider=True) - colsub.itemR(settings, "random_damping", text="Random", slider=True) + sub = col.column(align=True) + sub.itemR(settings, "damping_factor", text="Factor", slider=True) + sub.itemR(settings, "random_damping", text="Random", slider=True) col.itemL(text="Soft Body and Cloth:") - colsub = col.column(align=True) - colsub.itemR(settings, "outer_thickness", text="Outer", slider=True) - colsub.itemR(settings, "inner_thickness", text="Inner", slider=True) + sub = col.column(align=True) + sub.itemR(settings, "outer_thickness", text="Outer", slider=True) + sub.itemR(settings, "inner_thickness", text="Inner", slider=True) - col.itemL(text="Force Fields:") + layout.itemL(text="Force Fields:") layout.itemR(md, "absorption", text="Absorption") col = split.column() col.itemL(text="") col.itemR(settings, "kill_particles") col.itemL(text="Particle Friction:") - colsub = col.column(align=True) - colsub.itemR(settings, "friction_factor", text="Factor", slider=True) - colsub.itemR(settings, "random_friction", text="Random", slider=True) + sub = col.column(align=True) + sub.itemR(settings, "friction_factor", text="Factor", slider=True) + sub.itemR(settings, "random_friction", text="Random", slider=True) col.itemL(text="Soft Body Damping:") col.itemR(settings, "damping", text="Factor", slider=True) diff --git a/release/ui/buttons_physics_fluid.py b/release/ui/buttons_physics_fluid.py index 1f56c423c13..33979faa4a7 100644 --- a/release/ui/buttons_physics_fluid.py +++ b/release/ui/buttons_physics_fluid.py @@ -16,6 +16,7 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel): def draw(self, context): layout = self.layout + md = context.fluid ob = context.object @@ -42,9 +43,7 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel): if fluid: - - col = layout.column(align=True) - col.itemR(fluid, "type") + layout.itemR(fluid, "type") if fluid.type == 'DOMAIN': layout.itemO("fluid.bake", text="BAKE") @@ -52,56 +51,59 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel): col = split.column() col.itemL(text="Resolution:") - colsub = col.column() - colsub.itemR(fluid, "resolution", text="Final") - colsub.itemL(text="Render Display:") - colsub.itemR(fluid, "render_display_mode", text="") + sub = col.column() + sub.itemR(fluid, "resolution", text="Final") + sub.itemL(text="Render Display:") + sub.itemR(fluid, "render_display_mode", text="") col.itemL(text="Time:") - colsub = col.column(align=True) - colsub.itemR(fluid, "start_time", text="Start") - colsub.itemR(fluid, "end_time", text="End") + sub = col.column(align=True) + sub.itemR(fluid, "start_time", text="Start") + sub.itemR(fluid, "end_time", text="End") col = split.column() - colsub = col.column() - colsub.itemL(text="Required Memory: " + fluid.memory_estimate) - colsub.itemR(fluid, "preview_resolution", text="Preview") - colsub.itemL(text="Viewport Display:") - colsub.itemR(fluid, "viewport_display_mode", text="") - colsub = col.column() - colsub.itemL(text="") - colsub.itemR(fluid, "reverse_frames") - colsub.itemR(fluid, "generate_speed_vectors") + col.itemL(text="Required Memory: " + fluid.memory_estimate) + col.itemR(fluid, "preview_resolution", text="Preview") + col.itemL(text="Viewport Display:") + col.itemR(fluid, "viewport_display_mode", text="") + col.itemL() + col.itemR(fluid, "reverse_frames") + col.itemR(fluid, "generate_speed_vectors") layout.itemL(text="Path:") layout.itemR(fluid, "path", text="") - if fluid.type == 'FLUID': + elif fluid.type == 'FLUID': split = layout.split() + col = split.column() col.itemL(text="Volume Initialization:") col.itemR(fluid, "volume_initialization", text="") col.itemR(fluid, "export_animated_mesh") + col = split.column() col.itemL(text="Initial Velocity:") col.itemR(fluid, "initial_velocity", text="") - if fluid.type == 'OBSTACLE': + elif fluid.type == 'OBSTACLE': split = layout.split() + col = split.column() col.itemL(text="Volume Initialization:") col.itemR(fluid, "volume_initialization", text="") col.itemR(fluid, "export_animated_mesh") + col = split.column() col.itemL(text="Slip Type:") - colsub=col.column(align=True) - colsub.itemR(fluid, "slip_type", text="") + sub = col.column(align=True) + sub.itemR(fluid, "slip_type", text="") if fluid.slip_type == 'PARTIALSLIP': - colsub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount") + sub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount") col.itemR(fluid, "impact_factor") - if fluid.type == 'INFLOW': + elif fluid.type == 'INFLOW': split = layout.split() + col = split.column() col.itemL(text="Volume Initialization:") col.itemR(fluid, "volume_initialization", text="") @@ -112,24 +114,26 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel): col.itemL(text="Inflow Velocity:") col.itemR(fluid, "inflow_velocity", text="") - if fluid.type == 'OUTFLOW': + elif fluid.type == 'OUTFLOW': split = layout.split() + col = split.column() col.itemL(text="Volume Initialization:") col.itemR(fluid, "volume_initialization", text="") col.itemR(fluid, "export_animated_mesh") - col = split.column() - if fluid.type == 'PARTICLE': + split.column() + + elif fluid.type == 'PARTICLE': split = layout.split() col = split.column() col.itemL(text="Influence:") - colsub = col.column(align=True) - colsub.itemR(fluid, "particle_influence", text="Size") - colsub.itemR(fluid, "alpha_influence", text="Alpha") - col.itemL(text="Path:") + sub = col.column(align=True) + sub.itemR(fluid, "particle_influence", text="Size") + sub.itemR(fluid, "alpha_influence", text="Alpha") + layout.itemL(text="Path:") layout.itemR(fluid, "path", text="") col = split.column() @@ -138,7 +142,7 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel): col.itemR(fluid, "floats") col.itemR(fluid, "tracer") - if fluid.type == 'CONTROL': + elif fluid.type == 'CONTROL': split = layout.split() col = split.column() @@ -148,23 +152,23 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel): col = split.column() col.itemL(text="Time:") - col=col.column(align=True) - col.itemR(fluid, "start_time", text="Start") - col.itemR(fluid, "end_time", text="End") + sub = col.column(align=True) + sub.itemR(fluid, "start_time", text="Start") + sub.itemR(fluid, "end_time", text="End") split = layout.split() col = split.column() col.itemL(text="Attraction Force:") - col=col.column(align=True) - col.itemR(fluid, "attraction_strength", text="Strength") - col.itemR(fluid, "attraction_radius", text="Radius") + sub = col.column(align=True) + sub.itemR(fluid, "attraction_strength", text="Strength") + sub.itemR(fluid, "attraction_radius", text="Radius") col = split.column() col.itemL(text="Velocity Force:") - col=col.column(align=True) - col.itemR(fluid, "velocity_strength", text="Strength") - col.itemR(fluid, "velocity_radius", text="Radius") + sub = col.column(align=True) + sub.itemR(fluid, "velocity_strength", text="Strength") + sub.itemR(fluid, "velocity_radius", text="Radius") class PHYSICS_PT_domain_gravity(PhysicButtonsPanel): __label__ = "Domain World" @@ -181,6 +185,7 @@ class PHYSICS_PT_domain_gravity(PhysicButtonsPanel): def draw(self, context): layout = self.layout + fluid = context.fluid.settings split = layout.split() @@ -188,26 +193,25 @@ class PHYSICS_PT_domain_gravity(PhysicButtonsPanel): col = split.column() col.itemL(text="Gravity:") col.itemR(fluid, "gravity", text="") - col.itemL(text="Real World Size:") col.itemR(fluid, "real_world_size", text="Metres") col = split.column() col.itemL(text="Viscosity Presets:") - colsub=col.column(align=True) - colsub.itemR(fluid, "viscosity_preset", text="") + sub = col.column(align=True) + sub.itemR(fluid, "viscosity_preset", text="") if fluid.viscosity_preset == 'MANUAL': - colsub.itemR(fluid, "viscosity_base", text="Base") - colsub.itemR(fluid, "viscosity_exponent", text="Exponent", slider=True) + sub.itemR(fluid, "viscosity_base", text="Base") + sub.itemR(fluid, "viscosity_exponent", text="Exponent", slider=True) else: - colsub.itemL(text="") - colsub.itemL(text="") + sub.itemL() + sub.itemL() col.itemL(text="Optimization:") - col=col.column(align=True) - col.itemR(fluid, "grid_levels", slider=True) - col.itemR(fluid, "compressibility", slider=True) + sub = col.column(align=True) + sub.itemR(fluid, "grid_levels", slider=True) + sub.itemR(fluid, "compressibility", slider=True) class PHYSICS_PT_domain_boundary(PhysicButtonsPanel): __label__ = "Domain Boundary" @@ -224,20 +228,23 @@ class PHYSICS_PT_domain_boundary(PhysicButtonsPanel): def draw(self, context): layout = self.layout + fluid = context.fluid.settings split = layout.split() + col = split.column() col.itemL(text="Slip Type:") - col=col.column(align=True) - col.itemR(fluid, "slip_type", text="") + sub = col.column(align=True) + sub.itemR(fluid, "slip_type", text="") if fluid.slip_type == 'PARTIALSLIP': - col.itemR(fluid, "partial_slip_amount", slider=True, text="Amount") + sub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount") + col = split.column() col.itemL(text="Surface:") - col=col.column(align=True) - col.itemR(fluid, "surface_smoothing", text="Smoothing") - col.itemR(fluid, "surface_subdivisions", text="Subdivisions") + sub = col.column(align=True) + sub.itemR(fluid, "surface_smoothing", text="Smoothing") + sub.itemR(fluid, "surface_subdivisions", text="Subdivisions") class PHYSICS_PT_domain_particles(PhysicButtonsPanel): __label__ = "Domain Particles" @@ -254,9 +261,10 @@ class PHYSICS_PT_domain_particles(PhysicButtonsPanel): def draw(self, context): layout = self.layout + fluid = context.fluid.settings - col=layout.column(align=True) + col = layout.column(align=True) col.itemR(fluid, "tracer_particles") col.itemR(fluid, "generate_particles") diff --git a/release/ui/buttons_physics_softbody.py b/release/ui/buttons_physics_softbody.py index c73bef18e73..80e11f92d6b 100644 --- a/release/ui/buttons_physics_softbody.py +++ b/release/ui/buttons_physics_softbody.py @@ -16,6 +16,7 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel): def draw(self, context): layout = self.layout + md = context.soft_body ob = context.object @@ -50,22 +51,23 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel): col.itemL(text="Simulation:") col.itemR(softbody, "gravity") col.itemR(softbody, "speed") - - + class PHYSICS_PT_softbody_goal(PhysicButtonsPanel): __label__ = "Soft Body Goal" def poll(self, context): - return (context.soft_body != None) + return (context.soft_body) def draw_header(self, context): layout = self.layout + softbody = context.soft_body.settings layout.itemR(softbody, "use_goal", text="") def draw(self, context): layout = self.layout + md = context.soft_body ob = context.object @@ -81,34 +83,35 @@ class PHYSICS_PT_softbody_goal(PhysicButtonsPanel): col = split.column() col.itemL(text="Goal Strengths:") col.itemR(softbody, "goal_default", text="Default") - subcol = col.column(align=True) - subcol.itemR(softbody, "goal_min", text="Minimum") - subcol.itemR(softbody, "goal_max", text="Maximum") + sub = col.column(align=True) + sub.itemR(softbody, "goal_min", text="Minimum") + sub.itemR(softbody, "goal_max", text="Maximum") col = split.column() col.itemL(text="Goal Settings:") col.itemR(softbody, "goal_spring", text="Stiffness") col.itemR(softbody, "goal_friction", text="Damping") + layout.item_pointerR(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group") class PHYSICS_PT_softbody_edge(PhysicButtonsPanel): __label__ = "Soft Body Edges" def poll(self, context): - return (context.soft_body != None) + return (context.soft_body) def draw_header(self, context): layout = self.layout + softbody = context.soft_body.settings layout.itemR(softbody, "use_edges", text="") def draw(self, context): layout = self.layout + md = context.soft_body ob = context.object - - split = layout.split() if md: softbody = md.settings @@ -128,14 +131,14 @@ class PHYSICS_PT_softbody_edge(PhysicButtonsPanel): col = split.column() col.itemR(softbody, "stiff_quads") - subcol = col.column() - subcol.active = softbody.stiff_quads - subcol.itemR(softbody, "shear") + sub = col.column() + sub.active = softbody.stiff_quads + sub.itemR(softbody, "shear") col.itemR(softbody, "new_aero", text="Aero") - subcol = col.column() - subcol.enabled = softbody.new_aero - subcol.itemR(softbody, "aero", text="Factor") + sub = col.column() + sub.enabled = softbody.new_aero + sub.itemR(softbody, "aero", text="Factor") col.itemL(text="Collision:") col.itemR(softbody, "edge_collision", text="Edge") @@ -145,25 +148,26 @@ class PHYSICS_PT_softbody_collision(PhysicButtonsPanel): __label__ = "Soft Body Collision" def poll(self, context): - return (context.soft_body != None) + return (context.soft_body) def draw_header(self, context): layout = self.layout + softbody = context.soft_body.settings layout.itemR(softbody, "self_collision", text="") def draw(self, context): layout = self.layout + md = context.soft_body ob = context.object - - split = layout.split() if md: softbody = md.settings layout.active = softbody.self_collision + layout.itemL(text="Collision Type:") layout.itemR(softbody, "collision_type", expand=True) @@ -177,15 +181,14 @@ class PHYSICS_PT_softbody_solver(PhysicButtonsPanel): __label__ = "Soft Body Solver" def poll(self, context): - return (context.soft_body != None) + return (context.soft_body) def draw(self, context): layout = self.layout + md = context.soft_body ob = context.object - - split = layout.split() - + if md: softbody = md.settings @@ -200,7 +203,6 @@ class PHYSICS_PT_softbody_solver(PhysicButtonsPanel): col = split.column() col.itemR(softbody, "error_limit") - col.itemL(text="Helpers:") col.itemR(softbody, "choke") col.itemR(softbody, "fuzzy") diff --git a/release/ui/buttons_scene.py b/release/ui/buttons_scene.py index e952f19796a..9e0d6c12e17 100644 --- a/release/ui/buttons_scene.py +++ b/release/ui/buttons_scene.py @@ -14,8 +14,10 @@ class RenderButtonsPanel(bpy.types.Panel): class SCENE_PT_render(RenderButtonsPanel): __label__ = "Render" COMPAT_ENGINES = set(['BLENDER_RENDER']) + def draw(self, context): layout = self.layout + rd = context.scene.render_data row = layout.row() @@ -31,6 +33,7 @@ class SCENE_PT_layers(RenderButtonsPanel): def draw(self, context): layout = self.layout + scene = context.scene rd = scene.render_data @@ -44,6 +47,7 @@ class SCENE_PT_layers(RenderButtonsPanel): rl = rd.layers[rd.active_layer_index] split = layout.split() + col = split.column() col.itemR(scene, "visible_layers", text="Scene") col = split.column() @@ -54,6 +58,7 @@ class SCENE_PT_layers(RenderButtonsPanel): layout.itemS() layout.itemL(text="Include:") + split = layout.split() col = split.column() @@ -81,6 +86,7 @@ class SCENE_PT_layers(RenderButtonsPanel): layout.itemS() split = layout.split() + col = split.column() col.itemL(text="Passes:") col.itemR(rl, "pass_combined") @@ -117,6 +123,7 @@ class SCENE_PT_shading(RenderButtonsPanel): def draw(self, context): layout = self.layout + rd = context.scene.render_data split = layout.split() @@ -139,6 +146,7 @@ class SCENE_PT_performance(RenderButtonsPanel): def draw(self, context): layout = self.layout + rd = context.scene.render_data split = layout.split() @@ -146,16 +154,14 @@ class SCENE_PT_performance(RenderButtonsPanel): col = split.column(align=True) col.itemL(text="Threads:") col.row().itemR(rd, "threads_mode", expand=True) - colsub = col.column() - colsub.enabled = rd.threads_mode == 'THREADS_FIXED' - colsub.itemR(rd, "threads") + sub = col.column() + sub.enabled = rd.threads_mode == 'THREADS_FIXED' + sub.itemR(rd, "threads") - col = split.column() - - sub = col.column(align=True) - sub.itemL(text="Tiles:") - sub.itemR(rd, "parts_x", text="X") - sub.itemR(rd, "parts_y", text="Y") + col = split.column(align=True) + col.itemL(text="Tiles:") + col.itemR(rd, "parts_x", text="X") + col.itemR(rd, "parts_y", text="Y") split = layout.split() @@ -166,15 +172,14 @@ class SCENE_PT_performance(RenderButtonsPanel): row.enabled = not rd.full_sample col = split.column() + col.active = rd.use_compositing col.itemL() col.itemR(rd, "free_image_textures") - col.active = rd.use_compositing row = layout.row() row.active = rd.render_raytracing row.itemR(rd, "octree_resolution", text="Ray Tracing Octree") - class SCENE_PT_post_processing(RenderButtonsPanel): __label__ = "Post Processing" __default_closed__ = True @@ -182,6 +187,7 @@ class SCENE_PT_post_processing(RenderButtonsPanel): def draw(self, context): layout = self.layout + rd = context.scene.render_data split = layout.split() @@ -193,12 +199,12 @@ class SCENE_PT_post_processing(RenderButtonsPanel): col = split.column() row = col.row() row.itemR(rd, "fields", text="Fields") - rowsub = row.row() - rowsub.active = rd.fields - rowsub.itemR(rd, "fields_still", text="Still") - rowsub = col.row() - rowsub.active = rd.fields - rowsub.itemR(rd, "field_order", expand=True) + sub = row.row() + sub.active = rd.fields + sub.itemR(rd, "fields_still", text="Still") + sub = col.row() + sub.active = rd.fields + sub.itemR(rd, "field_order", expand=True) split = layout.split() split.itemL() @@ -210,6 +216,7 @@ class SCENE_PT_output(RenderButtonsPanel): def draw(self, context): layout = self.layout + rd = context.scene.render_data layout.itemR(rd, "output_path", text="") @@ -230,6 +237,7 @@ class SCENE_PT_output(RenderButtonsPanel): elif rd.file_format == 'OPENEXR': split = layout.split() + col = split.column() col.itemR(rd, "exr_codec") @@ -277,9 +285,11 @@ class SCENE_PT_encoding(RenderButtonsPanel): def draw(self, context): layout = self.layout + rd = context.scene.render_data split = layout.split() + split.itemR(rd, "ffmpeg_format") if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'): split.itemR(rd, "ffmpeg_codec") @@ -320,12 +330,14 @@ class SCENE_PT_antialiasing(RenderButtonsPanel): def draw_header(self, context): layout = self.layout + rd = context.scene.render_data layout.itemR(rd, "antialiasing", text="") def draw(self, context): layout = self.layout + rd = context.scene.render_data layout.active = rd.antialiasing @@ -385,13 +397,15 @@ class SCENE_PT_stamp(RenderButtonsPanel): COMPAT_ENGINES = set(['BLENDER_RENDER']) def draw_header(self, context): + layout = self.layout + rd = context.scene.render_data - layout = self.layout layout.itemR(rd, "render_stamp", text="") def draw(self, context): layout = self.layout + rd = context.scene.render_data layout.active = rd.render_stamp @@ -408,17 +422,17 @@ class SCENE_PT_stamp(RenderButtonsPanel): col.itemR(rd, "stamp_marker", text="Marker") col.itemR(rd, "stamp_sequence_strip", text="Seq. Strip") - sub = split.column() - sub.active = rd.render_stamp - sub.itemR(rd, "stamp_foreground", slider=True) - sub.itemR(rd, "stamp_background", slider=True) - sub.itemR(rd, "stamp_font_size", text="Font Size") + col = split.column() + col.active = rd.render_stamp + col.itemR(rd, "stamp_foreground", slider=True) + col.itemR(rd, "stamp_background", slider=True) + col.itemR(rd, "stamp_font_size", text="Font Size") row = layout.split(percentage=0.2) row.itemR(rd, "stamp_note", text="Note") - rowsub = row.row() - rowsub.active = rd.stamp_note - rowsub.itemR(rd, "stamp_note_text", text="") + sub = row.row() + sub.active = rd.stamp_note + sub.itemR(rd, "stamp_note_text", text="") bpy.types.register(SCENE_PT_render) bpy.types.register(SCENE_PT_layers) @@ -430,4 +444,3 @@ bpy.types.register(SCENE_PT_encoding) bpy.types.register(SCENE_PT_performance) bpy.types.register(SCENE_PT_post_processing) bpy.types.register(SCENE_PT_stamp) - |