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Diffstat (limited to 'release/scripts/startup/bl_ui')
-rw-r--r--release/scripts/startup/bl_ui/__init__.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_collection.py128
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py159
-rw-r--r--release/scripts/startup/bl_ui/properties_render.py21
-rw-r--r--release/scripts/startup/bl_ui/properties_render_layer.py103
-rw-r--r--release/scripts/startup/bl_ui/space_collections.py41
-rw-r--r--release/scripts/startup/bl_ui/space_outliner.py8
-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py95
8 files changed, 353 insertions, 204 deletions
diff --git a/release/scripts/startup/bl_ui/__init__.py b/release/scripts/startup/bl_ui/__init__.py
index 2389be6787d..0f26ff75715 100644
--- a/release/scripts/startup/bl_ui/__init__.py
+++ b/release/scripts/startup/bl_ui/__init__.py
@@ -29,6 +29,7 @@ if "bpy" in locals():
_modules = [
"properties_animviz",
+ "properties_collection",
"properties_constraint",
"properties_data_armature",
"properties_data_bone",
@@ -69,6 +70,7 @@ _modules = [
"space_graph",
"space_image",
"space_info",
+ "space_collections",
"space_logic",
"space_nla",
"space_node",
diff --git a/release/scripts/startup/bl_ui/properties_collection.py b/release/scripts/startup/bl_ui/properties_collection.py
new file mode 100644
index 00000000000..88d78f98ef2
--- /dev/null
+++ b/release/scripts/startup/bl_ui/properties_collection.py
@@ -0,0 +1,128 @@
+# ##### 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, UIList
+
+
+class CollectionButtonsPanel:
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "collection"
+
+
+class COLLECTION_PT_context_collection(CollectionButtonsPanel, Panel):
+ bl_label = ""
+ bl_options = {'HIDE_HEADER'}
+
+ def draw(self, context):
+ layout = self.layout
+ space = context.space_data
+
+ collection = context.layer_collection
+ name = collection.name
+ if name == 'Master Collection':
+ layout.label(text=name, icon='COLLAPSEMENU')
+ else:
+ layout.prop(collection, "name", text="", icon='COLLAPSEMENU')
+
+
+class COLLECTION_UL_objects(UIList):
+ def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
+ # assert(isinstance(item, bpy.types.Object)
+ ob = item
+ if self.layout_type in {'DEFAULT', 'COMPACT'}:
+ layout.label(ob.name, icon_value=icon)
+
+ elif self.layout_type == 'GRID':
+ layout.alignment = 'CENTER'
+ layout.label("", icon_value=icon)
+
+
+class COLLECTION_PT_objects(CollectionButtonsPanel, Panel):
+ bl_label = "Objects"
+
+ def draw(self, context):
+ layout = self.layout
+ scene = context.scene
+ collection = context.scene_collection
+
+ row = layout.row()
+ row.template_list("COLLECTION_UL_objects", "name", collection, "objects", collection.objects, "active_index", rows=2)
+
+ col = row.column(align=True)
+ col.operator("collections.objects_add", icon='ZOOMIN', text="")
+ col.operator("collections.objects_remove", icon='ZOOMOUT', text="")
+
+ row = layout.row(align=True)
+ row.operator("collections.objects_select", text="Select")
+ row.operator("collections.objects_deselect", text="Deselect")
+
+
+def template_engine_settings(col, settings, name, use_icon_view=False):
+ icons = {
+ False: 'ZOOMIN',
+ True: 'X',
+ }
+
+ use_name = "{0}_use".format(name)
+ use = getattr(settings, use_name)
+
+ row = col.row()
+ col = row.column()
+ col.active = use
+
+ if use_icon_view:
+ col.template_icon_view(settings, name)
+ else:
+ col.prop(settings, name)
+
+ row.prop(settings, "{}_use".format(name), text="", icon=icons[use], emboss=False)
+
+
+class COLLECTION_PT_clay_settings(CollectionButtonsPanel, Panel):
+ bl_label = "Render Settings"
+ COMPAT_ENGINES = {'BLENDER_CLAY'}
+
+ @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
+
+ collection = context.layer_collection
+ settings = collection.get_engine_settings()
+
+ col = layout.column()
+ template_engine_settings(col, settings, "type")
+ template_engine_settings(col, settings, "matcap_icon", use_icon_view=True)
+ template_engine_settings(col, settings, "matcap_rotation")
+ template_engine_settings(col, settings, "matcap_hue")
+ template_engine_settings(col, settings, "matcap_saturation")
+ template_engine_settings(col, settings, "matcap_value")
+ template_engine_settings(col, settings, "ssao_factor_cavity")
+ template_engine_settings(col, settings, "ssao_factor_edge")
+ template_engine_settings(col, settings, "ssao_distance")
+ template_engine_settings(col, settings, "ssao_attenuation")
+
+
+if __name__ == "__main__": # only for live edit.
+ bpy.utils.register_module(__name__)
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index 4d54817a21c..ec061370fe5 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -469,8 +469,86 @@ class SceneButtonsPanel:
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.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.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_label = "Navigation Mesh"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_GAME'}
@@ -484,7 +562,7 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel):
rd = context.scene.game_settings.recast_data
- layout.operator("mesh.navmesh_make", text="Build navigation mesh")
+ layout.operator("mesh.navmesh_make", text="Build Navigation Mesh")
col = layout.column()
col.label(text="Rasterization:")
@@ -656,83 +734,6 @@ class WORLD_PT_game_mist(WorldButtonsPanel, Panel):
layout.prop(world.mist_settings, "intensity", text="Minimum Intensity")
-class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
- bl_label = "Physics"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- return (scene.world and scene.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 WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
- bl_label = "Obstacle Simulation"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- return (scene.world and scene.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 DataButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py
index 850606eb80b..90d46a6ee47 100644
--- a/release/scripts/startup/bl_ui/properties_render.py
+++ b/release/scripts/startup/bl_ui/properties_render.py
@@ -377,7 +377,7 @@ class RENDER_PT_stamp(RenderButtonsPanel, Panel):
sub.active = rd.use_stamp_note
sub.prop(rd, "stamp_note_text", text="")
if rd.use_sequencer:
- layout.label("Sequencer")
+ layout.label("Sequencer:")
layout.prop(rd, "use_stamp_strip_meta")
@@ -584,5 +584,24 @@ class RENDER_PT_bake(RenderButtonsPanel, Panel):
sub.prop(rd, "bake_user_scale", text="User Scale")
+class RENDER_PT_clay(RenderButtonsPanel, Panel):
+ bl_label = "Default Clay"
+ COMPAT_ENGINES = {'BLENDER_CLAY'}
+
+ def draw(self, context):
+ layout = self.layout;
+ settings = context.scene.active_engine_settings
+ layout.template_icon_view(settings, "matcap_icon")
+ layout.prop(settings, "matcap_rotation")
+ layout.prop(settings, "matcap_hue")
+ layout.prop(settings, "matcap_saturation")
+ layout.prop(settings, "matcap_value")
+ layout.prop(settings, "ssao_factor_cavity")
+ layout.prop(settings, "ssao_factor_edge")
+ layout.prop(settings, "ssao_distance")
+ layout.prop(settings, "ssao_attenuation")
+ layout.prop(settings, "ssao_samples")
+
+
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)
diff --git a/release/scripts/startup/bl_ui/properties_render_layer.py b/release/scripts/startup/bl_ui/properties_render_layer.py
index 9b8bc237db9..2545eadc792 100644
--- a/release/scripts/startup/bl_ui/properties_render_layer.py
+++ b/release/scripts/startup/bl_ui/properties_render_layer.py
@@ -35,7 +35,7 @@ class RenderLayerButtonsPanel:
class RENDERLAYER_UL_renderlayers(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
- # assert(isinstance(item, bpy.types.SceneRenderLayer)
+ # assert(isinstance(item, bpy.types.SceneLayer)
layer = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
@@ -48,7 +48,7 @@ class RENDERLAYER_UL_renderlayers(UIList):
class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
bl_label = "Layer List"
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
def draw(self, context):
layout = self.layout
@@ -62,7 +62,7 @@ class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
row = layout.row()
col = row.column()
- col.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=2)
+ col.template_list("RENDERLAYER_UL_renderlayers", "", scene, "render_layers", scene.render_layers, "active_index", rows=2)
col = row.column()
sub = col.column(align=True)
@@ -71,103 +71,6 @@ class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
col.prop(rd, "use_single_layer", icon_only=True)
-class RENDERLAYER_PT_layer_options(RenderLayerButtonsPanel, Panel):
- bl_label = "Layer"
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- def draw(self, context):
- layout = self.layout
-
- scene = context.scene
- rd = scene.render
- rl = rd.layers.active
-
- split = layout.split()
-
- col = split.column()
- col.prop(scene, "layers", text="Scene")
- col.label(text="")
- col.prop(rl, "light_override", text="Lights")
- col.prop(rl, "material_override", text="Material")
-
- col = split.column()
- col.prop(rl, "layers", text="Layer")
- col.prop(rl, "layers_zmask", text="Mask Layer")
-
- layout.separator()
- layout.label(text="Include:")
-
- split = layout.split()
-
- col = split.column()
- col.prop(rl, "use_zmask")
- row = col.row()
- row.prop(rl, "invert_zmask", text="Negate")
- row.active = rl.use_zmask
- col.prop(rl, "use_all_z")
-
- col = split.column()
- col.prop(rl, "use_solid")
- col.prop(rl, "use_halo")
- col.prop(rl, "use_ztransp")
-
- col = split.column()
- col.prop(rl, "use_sky")
- col.prop(rl, "use_edge_enhance")
- col.prop(rl, "use_strand")
- if bpy.app.build_options.freestyle:
- row = col.row()
- row.prop(rl, "use_freestyle")
- row.active = rd.use_freestyle
-
-
-class RENDERLAYER_PT_layer_passes(RenderLayerButtonsPanel, Panel):
- bl_label = "Passes"
- bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- @staticmethod
- def draw_pass_type_buttons(box, rl, pass_type):
- # property names
- use_pass_type = "use_pass_" + pass_type
- exclude_pass_type = "exclude_" + pass_type
- # draw pass type buttons
- row = box.row()
- row.prop(rl, use_pass_type)
- row.prop(rl, exclude_pass_type, text="")
-
- def draw(self, context):
- layout = self.layout
-
- scene = context.scene
- rd = scene.render
- rl = rd.layers.active
-
- split = layout.split()
-
- col = split.column()
- col.prop(rl, "use_pass_combined")
- col.prop(rl, "use_pass_z")
- col.prop(rl, "use_pass_vector")
- col.prop(rl, "use_pass_normal")
- col.prop(rl, "use_pass_uv")
- col.prop(rl, "use_pass_mist")
- col.prop(rl, "use_pass_object_index")
- col.prop(rl, "use_pass_material_index")
- col.prop(rl, "use_pass_color")
-
- col = split.column()
- col.prop(rl, "use_pass_diffuse")
- self.draw_pass_type_buttons(col, rl, "specular")
- self.draw_pass_type_buttons(col, rl, "shadow")
- self.draw_pass_type_buttons(col, rl, "emit")
- self.draw_pass_type_buttons(col, rl, "ambient_occlusion")
- self.draw_pass_type_buttons(col, rl, "environment")
- self.draw_pass_type_buttons(col, rl, "indirect")
- self.draw_pass_type_buttons(col, rl, "reflection")
- self.draw_pass_type_buttons(col, rl, "refraction")
-
-
class RENDERLAYER_UL_renderviews(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.SceneRenderView)
diff --git a/release/scripts/startup/bl_ui/space_collections.py b/release/scripts/startup/bl_ui/space_collections.py
new file mode 100644
index 00000000000..9b612ce2ecd
--- /dev/null
+++ b/release/scripts/startup/bl_ui/space_collections.py
@@ -0,0 +1,41 @@
+# ##### 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
+
+
+class COLLECTIONS_HT_header(Header):
+ bl_space_type = 'COLLECTION_MANAGER'
+
+ def draw(self, context):
+ layout = self.layout
+
+ layout.template_header()
+
+ row = layout.row(align=True)
+ row.operator("collections.collection_new", text="", icon='NEW')
+ row.operator("collections.override_new", text="", icon='LINK_AREA')
+ row.operator("collections.collection_link", text="", icon='LINKED')
+ row.operator("collections.collection_unlink", text="", icon='UNLINKED')
+ row.operator("collections.delete", text="", icon='X')
+
+
+if __name__ == "__main__": # only for live edit.
+ bpy.utils.register_module(__name__)
diff --git a/release/scripts/startup/bl_ui/space_outliner.py b/release/scripts/startup/bl_ui/space_outliner.py
index 6f7c535fe21..eb3cef8012d 100644
--- a/release/scripts/startup/bl_ui/space_outliner.py
+++ b/release/scripts/startup/bl_ui/space_outliner.py
@@ -59,6 +59,14 @@ class OUTLINER_HT_header(Header):
row.label(text="No Keying Set active")
elif space.display_mode == 'ORPHAN_DATA':
layout.operator("outliner.orphans_purge")
+ elif space.display_mode == 'COLLECTIONS':
+ row = layout.row(align=True)
+
+ row.operator("collections.collection_new", text="", icon='NEW')
+ row.operator("collections.override_new", text="", icon='LINK_AREA')
+ row.operator("collections.collection_link", text="", icon='LINKED')
+ row.operator("collections.collection_unlink", text="", icon='UNLINKED')
+ row.operator("collections.delete", text="", icon='X')
class OUTLINER_MT_editor_menus(Menu):
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index f8e4d1338f9..f605712510a 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -634,7 +634,6 @@ class VIEW3D_MT_select_object(Menu):
layout.operator("object.select_all", text="Inverse").action = 'INVERT'
layout.operator("object.select_random", text="Random")
layout.operator("object.select_mirror", text="Mirror")
- layout.operator("object.select_by_layer", text="Select All by Layer")
layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type...")
layout.operator("object.select_camera", text="Select Camera")
@@ -1311,15 +1310,6 @@ class VIEW3D_MT_object(Menu):
layout.separator()
- if is_local_view:
- layout.operator_context = 'EXEC_REGION_WIN'
- layout.operator("object.move_to_layer", text="Move out of Local View")
- layout.operator_context = 'INVOKE_REGION_WIN'
- else:
- layout.operator("object.move_to_layer", text="Move to Layer...")
-
- layout.menu("VIEW3D_MT_object_showhide")
-
layout.operator_menu_enum("object.convert", "target")
@@ -1345,9 +1335,9 @@ class VIEW3D_MT_object_clear(Menu):
def draw(self, context):
layout = self.layout
- layout.operator("object.location_clear", text="Location")
- layout.operator("object.rotation_clear", text="Rotation")
- layout.operator("object.scale_clear", text="Scale")
+ layout.operator("object.location_clear", text="Location").clear_delta = False
+ layout.operator("object.rotation_clear", text="Rotation").clear_delta = False
+ layout.operator("object.scale_clear", text="Scale").clear_delta = False
layout.operator("object.origin_clear", text="Origin")
@@ -1597,17 +1587,6 @@ class VIEW3D_MT_object_quick_effects(Menu):
layout.operator("object.quick_fluid")
-class VIEW3D_MT_object_showhide(Menu):
- bl_label = "Show/Hide"
-
- def draw(self, context):
- layout = self.layout
-
- layout.operator("object.hide_view_clear", text="Show Hidden")
- layout.operator("object.hide_view_set", text="Hide Selected").unselected = False
- layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True
-
-
class VIEW3D_MT_make_single_user(Menu):
bl_label = "Make Single User"
@@ -3167,6 +3146,74 @@ class VIEW3D_PT_viewport_debug(Panel):
col.row(align=True).prop(view, "debug_background", expand=True)
+class VIEW3D_PT_collections_editor(Panel):
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'UI'
+ bl_label = "Collections"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.space_data
+
+ def draw(self, context):
+ layout = self.layout
+ layer = context.render_layer
+ active_collection = context.layer_collection
+
+ col = layout.column()
+ box = col.box()
+
+ index = -1
+ for collection in layer.collections:
+ index = self._draw_layer_collection(box, index, active_collection, collection, True, True)
+
+ row = layout.row(align=True)
+ row.operator("collections.collection_new", text="", icon='NEW')
+ row.operator("collections.override_new", text="", icon='LINK_AREA')
+ row.operator("collections.collection_link", text="", icon='LINKED')
+ row.operator("collections.collection_unlink", text="", icon='UNLINKED')
+ row.operator("collections.delete", text="", icon='X')
+
+ def _draw_layer_collection(self, box, index, active_collection, collection, is_active, is_draw, depth=0):
+ index += 1
+ nested_collections = collection.collections
+
+ if is_draw:
+ row = box.row()
+ row.active = is_active
+ is_collection_selected = (collection == active_collection)
+
+ if is_collection_selected:
+ sub_box = row.box()
+ row = sub_box.row()
+
+ row.label(text="{0}{1}{2}".format(
+ " " * depth,
+ u'\u21b3 ' if depth else "",
+ collection.name))
+
+ row.prop(collection, "hide", text="", emboss=False)
+ row.prop(collection, "hide_select", text="", emboss=False)
+
+ row.operator("collections.select", text="", icon='BLANK1' if is_collection_selected else 'HAND', emboss=False).collection_index=index
+
+ if nested_collections:
+ row.prop(collection, "is_unfolded", text="", emboss=False)
+ else:
+ row.label(icon='BLANK1')
+
+ if not collection.is_unfolded:
+ is_draw = False
+
+ is_active &= not collection.hide
+
+ for nested_collection in nested_collections:
+ index = self._draw_layer_collection(box, index, active_collection, nested_collection, is_active, is_draw, depth + 1)
+
+ return index
+
+
class VIEW3D_PT_grease_pencil(GreasePencilDataPanel, Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'