diff options
Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r-- | release/scripts/ui/properties_game.py | 50 |
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() |