diff options
Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r-- | release/scripts/ui/properties_game.py | 36 |
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): |