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Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r--release/scripts/ui/properties_game.py50
1 files changed, 34 insertions, 16 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py
index e703f4a9812..2717e315ee8 100644
--- a/release/scripts/ui/properties_game.py
+++ b/release/scripts/ui/properties_game.py
@@ -53,7 +53,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
col = split.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
- col.prop(ob, "hide_render", text="Invisible") # out of place but useful
+ col.prop(ob, "hide_render", text="Invisible") # out of place but useful
col = split.column()
col.prop(game, "use_material_physics")
@@ -72,7 +72,6 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
col = split.column()
sub = col.column()
- sub.active = (game.physics_type == 'RIGID_BODY')
sub.prop(game, "use_anisotropic_friction")
subsub = sub.column()
subsub.active = game.use_anisotropic_friction
@@ -149,6 +148,21 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
col.prop(game, "use_ghost")
col.prop(ob, "hide_render", text="Invisible")
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Attributes:")
+ col.prop(game, "radius")
+
+ col = split.column()
+ sub = col.column()
+ sub.prop(game, "use_anisotropic_friction")
+ subsub = sub.column()
+ subsub.active = game.use_anisotropic_friction
+ subsub.prop(game, "friction_coefficients", text="", slider=True)
+
elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
layout.prop(ob, "hide_render", text="Invisible")
@@ -286,7 +300,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel):
col = split.column()
col.prop(gs, "dome_tesselation", text="Tesselation")
- else: # cube map
+ else: # cube map
col = split.column()
col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
@@ -328,21 +342,25 @@ class RENDER_PT_game_performance(RenderButtonsPanel, bpy.types.Panel):
layout = self.layout
gs = context.scene.game_settings
+ row = layout.row()
+ row.prop(gs, "use_frame_rate")
+ row.prop(gs, "use_display_lists")
- split = layout.split()
- col = split.column()
- col.label(text="Show:")
- col.prop(gs, "show_debug_properties", text="Debug Properties")
- col.prop(gs, "show_framerate_profile", text="Framerate and Profile")
- col.prop(gs, "show_physics_visualization", text="Physics Visualization")
- col.prop(gs, "use_deprecation_warnings")
+class RENDER_PT_game_display(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Display"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
- col = split.column()
+ def draw(self, context):
+ layout = self.layout
- col.label(text="Render:")
- col.prop(gs, "use_frame_rate")
- col.prop(gs, "use_display_lists")
+ gs = context.scene.game_settings
+ flow = layout.column_flow()
+ flow.prop(gs, "show_debug_properties", text="Debug Properties")
+ flow.prop(gs, "show_framerate_profile", text="Framerate and Profile")
+ flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
+ flow.prop(gs, "use_deprecation_warnings")
+ flow.prop(gs, "show_mouse")
class RENDER_PT_game_sound(RenderButtonsPanel, bpy.types.Panel):
@@ -492,11 +510,11 @@ class WORLD_PT_game_physics(WorldButtonsPanel, bpy.types.Panel):
def register():
- pass
+ bpy.utils.register_module(__name__)
def unregister():
- pass
+ bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()