Code Cleanup: pep8 edits

This commit is contained in:
Campbell Barton 2012-02-04 11:10:41 +00:00
parent d84573386e
commit 637bc0ddea
9 changed files with 24 additions and 18 deletions

@ -37,7 +37,7 @@ CHECKER_BIN = "cppcheck"
CHECKER_ARGS = [
# not sure why this is needed, but it is.
"-I" + os.path.join(project_source_info.SOURCE_DIR, "extern", "glew", "include"),
"--suppress=*:%s/extern/glew/include/GL/glew.h:241" % project_source_info.SOURCE_DIR,
"--suppress=*:%s/extern/glew/include/GL/glew.h:241" % project_source_info.SOURCE_DIR,
# "--max-configs=1", # speeds up execution
# "--check-config", # when includes are missing
# "--enable=all", # if you want sixty hundred pedantic suggestions

@ -370,7 +370,7 @@ class CyclesObject_PT_ray_visibility(CyclesButtonsPanel, Panel):
visibility = ob.cycles_visibility
flow = layout.column_flow()
flow.prop(visibility, "camera")
flow.prop(visibility, "diffuse")
flow.prop(visibility, "glossy")

@ -493,7 +493,8 @@ class ShapeTransfer(Operator):
def execute(self, context):
ob_act = context.active_object
objects = [ob for ob in context.selected_editable_objects if ob != ob_act]
objects = [ob for ob in context.selected_editable_objects
if ob != ob_act]
if 1: # swap from/to, means we cant copy to many at once.
if len(objects) != 1:

@ -814,12 +814,12 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
def REMESH(self, layout, ob, md):
layout.prop(md, "mode")
row = layout.row()
row.prop(md, "octree_depth")
row.prop(md, "scale")
if md.mode == "SHARP":
if md.mode == 'SHARP':
layout.prop(md, "sharpness")
layout.prop(md, "remove_disconnected_pieces")

@ -435,23 +435,23 @@ class ConstraintButtonsPanel():
self.target_template(layout, con)
split = layout.split()
col = split.column()
col.label(text="From Target:")
col.prop(con, "transform_channel", text="")
col.prop(con, "target_space", text="")
col = split.column()
col.label(text="To Action:")
col.prop(con, "action", text="")
split = layout.split()
col = split.column(align=True)
col.label(text="Target Range:")
col.prop(con, "min", text="Min")
col.prop(con, "max", text="Max")
col = split.column(align=True)
col.label(text="Action Range:")
col.prop(con, "frame_start", text="Start")

@ -128,9 +128,12 @@ class CLIP_PT_tools_marker(Panel):
col.separator()
row = col.row(align=True)
row.prop(settings, "use_default_red_channel", text="R", toggle=True)
row.prop(settings, "use_default_green_channel", text="G", toggle=True)
row.prop(settings, "use_default_blue_channel", text="B", toggle=True)
row.prop(settings, "use_default_red_channel",
text="R", toggle=True)
row.prop(settings, "use_default_green_channel",
text="G", toggle=True)
row.prop(settings, "use_default_blue_channel",
text="B", toggle=True)
col.separator()
@ -155,7 +158,8 @@ class CLIP_PT_tools_marker(Panel):
col.prop(settings, "default_pattern_match", text="")
col.separator()
col.operator('clip.track_settings_as_default', text="Copy From Active Track")
col.operator('clip.track_settings_as_default',
text="Copy From Active Track")
class CLIP_PT_tools_tracking(Panel):

@ -21,6 +21,7 @@ import bpy
from bpy.types import Header, Menu, Panel
from .properties_paint_common import UnifiedPaintPanel
class ImagePaintPanel(UnifiedPaintPanel):
bl_space_type = 'IMAGE_EDITOR'
bl_region_type = 'UI'
@ -677,7 +678,7 @@ class IMAGE_PT_paint(Panel, ImagePaintPanel):
row = col.row(align=True)
self.prop_unified_strength(row, context, brush, "strength", slider=True, text="Strength")
self.prop_unified_strength(row, context, brush, "use_pressure_strength")
row = col.row(align=True)
row.prop(brush, "jitter", slider=True)
row.prop(brush, "use_pressure_jitter", toggle=True, text="")
@ -826,7 +827,7 @@ class IMAGE_UV_sculpt(Panel, ImagePaintPanel):
row = col.row(align=True)
self.prop_unified_strength(row, context, brush, "strength", slider=True, text="Strength")
self.prop_unified_strength(row, context, brush, "use_pressure_strength")
split = layout.split()
col = split.column()

@ -58,7 +58,7 @@ class NODE_HT_header(Header):
# Don't show "Use Nodes" Button when Engine is BI for Lamps
if snode_id and not (scene.render.use_shading_nodes == 0 and ob.type == 'LAMP'):
layout.prop(snode_id, "use_nodes")
if snode.shader_type == 'WORLD':
layout.template_ID(scene, "world", new="world.new")
if snode_id:

@ -142,7 +142,7 @@ def bpy_check_type_duplicates():
# non essential sanity check
bl_types = dir(bpy.types)
bl_types_unique = set(bl_types)
if len(bl_types) != len(bl_types_unique):
print("Error, found duplicates in 'bpy.types'")
for t in sorted(bl_types_unique):