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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_game.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py26
1 files changed, 18 insertions, 8 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index 7650e7b6ee1..0d104571e4b 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -47,8 +47,9 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
layout.prop(game, "physics_type")
layout.separator()
- #if game.physics_type == 'DYNAMIC':
- if game.physics_type in {'DYNAMIC', 'RIGID_BODY'}:
+ physics_type = game.physics_type
+
+ if physics_type in {'DYNAMIC', 'RIGID_BODY'}:
split = layout.split()
col = split.column()
@@ -108,7 +109,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
col.prop(game, "lock_rotation_y", text="Y")
col.prop(game, "lock_rotation_z", text="Z")
- elif game.physics_type == 'SOFT_BODY':
+ elif physics_type == 'SOFT_BODY':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
@@ -143,7 +144,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
sub.prop(soft, "cluster_iterations", text="Iterations")
- elif game.physics_type == 'STATIC':
+ elif physics_type == 'STATIC':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
@@ -164,9 +165,18 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True)
- elif game.physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
+ elif physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
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"
@@ -412,7 +422,7 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
rd = context.scene.game_settings.recast_data
- layout.operator("mesh.create_navmesh", text='Build navigation mesh')
+ layout.operator("mesh.navmesh_make", text='Build navigation mesh')
col = layout.column()
col.label(text="Rasterization:")
@@ -429,8 +439,8 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
col.prop(rd, "agent_radius", text="Radius")
col = split.column()
- col.prop(rd, "max_slope")
- col.prop(rd, "max_climb")
+ col.prop(rd, "slope_max")
+ col.prop(rd, "climb_max")
col = layout.column()
col.label(text="Region:")