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Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r--release/scripts/ui/properties_game.py36
1 files changed, 18 insertions, 18 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py
index ee026a3663a..f90a5446557 100644
--- a/release/scripts/ui/properties_game.py
+++ b/release/scripts/ui/properties_game.py
@@ -122,25 +122,25 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
col.label(text="Attributes:")
col.prop(game, "mass")
col.prop(soft, "weld_threshold")
- col.prop(soft, "position_iterations")
- col.prop(soft, "linstiff", slider=True)
+ col.prop(soft, "location_iterations")
+ col.prop(soft, "linear_stiffness", slider=True)
col.prop(soft, "dynamic_friction", slider=True)
col.prop(soft, "collision_margin", slider=True)
- col.prop(soft, "bending_const", text="Bending Constraints")
+ col.prop(soft, "use_bending_constraints", text="Bending Constraints")
col = split.column()
- col.prop(soft, "shape_match")
+ col.prop(soft, "use_shape_match")
sub = col.column()
- sub.active = soft.shape_match
+ sub.active = soft.use_shape_match
sub.prop(soft, "shape_threshold", slider=True)
col.separator()
col.label(text="Cluster Collision:")
- col.prop(soft, "cluster_rigid_to_softbody")
- col.prop(soft, "cluster_soft_to_softbody")
+ col.prop(soft, "use_cluster_rigid_to_softbody")
+ col.prop(soft, "use_cluster_soft_to_softbody")
sub = col.column()
- sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody)
+ sub.active = (soft.cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
sub.prop(soft, "cluster_iterations", text="Iterations")
elif game.physics_type == 'STATIC':
@@ -236,9 +236,9 @@ class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel):
# framing:
col = layout.column()
col.label(text="Framing:")
- col.row().prop(gs, "framing_type", expand=True)
- if gs.framing_type == 'LETTERBOX':
- col.prop(gs, "framing_color", text="")
+ col.row().prop(gs, "frame_type", expand=True)
+ if gs.frame_type == 'LETTERBOX':
+ col.prop(gs, "frame_color", text="")
class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel):
@@ -257,7 +257,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel):
# stereo:
if stereo_mode == 'STEREO':
layout.prop(gs, "stereo_mode")
- layout.prop(gs, "eye_separation")
+ layout.prop(gs, "stereo_eye_separation")
# dome:
elif stereo_mode == 'DOME':
@@ -310,14 +310,14 @@ class RENDER_PT_game_shading(RenderButtonsPanel, bpy.types.Panel):
split = layout.split()
col = split.column()
- col.prop(gs, "glsl_lights", text="Lights")
- col.prop(gs, "glsl_shaders", text="Shaders")
- col.prop(gs, "glsl_shadows", text="Shadows")
+ 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 = split.column()
- col.prop(gs, "glsl_ramps", text="Ramps")
- col.prop(gs, "glsl_nodes", text="Nodes")
- col.prop(gs, "glsl_extra_textures", text="Extra Textures")
+ col.prop(gs, "use_glsl_ramps", text="Ramps")
+ col.prop(gs, "use_glsl_nodes", text="Nodes")
+ col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
class RENDER_PT_game_performance(RenderButtonsPanel, bpy.types.Panel):