diff options
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_game.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 43 |
1 files changed, 37 insertions, 6 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py index 32a8e734ab6..ceeb45ac485 100644 --- a/release/scripts/startup/bl_ui/properties_game.py +++ b/release/scripts/startup/bl_ui/properties_game.py @@ -100,7 +100,6 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel): sub.prop(game, "damping", text="Translation", slider=True) sub.prop(game, "rotation_damping", text="Rotation", slider=True) - if physics_type == 'RIGID_BODY': layout.separator() split = layout.split() @@ -111,6 +110,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel): 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") @@ -213,15 +213,17 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel): layout = self.layout game = context.active_object.game - layout.active = game.use_collision_bounds + split = layout.split() + split.active = game.use_collision_bounds - layout.prop(game, "collision_bounds_type", text="Bounds") + col = split.column() + col.prop(game, "collision_bounds_type", text="Bounds") - row = layout.row() + 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.active = game.physics_type not in {'SOFT_BODY', 'CHARACTER'} sub.prop(game, "use_collision_compound", text="Compound") layout.separator() @@ -397,7 +399,6 @@ class RENDER_PT_game_shading(RenderButtonsPanel, Panel): 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_color_management", text="Color Management") col = split.column() col.prop(gs, "use_glsl_ramps", text="Ramps") @@ -523,6 +524,26 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel): 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.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' @@ -712,6 +733,8 @@ class DATA_PT_shadow_game(DataButtonsPanel, Panel): 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") @@ -765,6 +788,7 @@ class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel): def draw(self, context): layout = self.layout ob = context.object + gs = context.scene.game_settings col = layout.column() @@ -782,6 +806,13 @@ class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel): 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') |