pep8 edits
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@ -759,11 +759,11 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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split.template_ID(md, "mask_texture", new="texture.new")
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split.template_ID(md, "mask_texture", new="texture.new")
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if md.mask_texture:
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if md.mask_texture:
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split = layout.split()
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split = layout.split()
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col = split.column()
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col = split.column()
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col.label(text="Texture Coordinates:")
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col.label(text="Texture Coordinates:")
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col.prop(md, "mask_tex_mapping", text="")
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col.prop(md, "mask_tex_mapping", text="")
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col = split.column()
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col = split.column()
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col.label(text="Use Channel:")
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col.label(text="Use Channel:")
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col.prop(md, "mask_tex_use_channel", text="")
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col.prop(md, "mask_tex_use_channel", text="")
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@ -806,7 +806,7 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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def VERTEX_WEIGHT_MIX(self, layout, ob, md):
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def VERTEX_WEIGHT_MIX(self, layout, ob, md):
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split = layout.split()
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split = layout.split()
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col = split.column()
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col = split.column()
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col.label(text="Vertex Group A:")
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col.label(text="Vertex Group A:")
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col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="")
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col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="")
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@ -831,7 +831,7 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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def VERTEX_WEIGHT_PROXIMITY(self, layout, ob, md):
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def VERTEX_WEIGHT_PROXIMITY(self, layout, ob, md):
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split = layout.split()
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split = layout.split()
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col = split.column()
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col = split.column()
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col.label(text="Vertex Group:")
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col.label(text="Vertex Group:")
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col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
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col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
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@ -195,10 +195,11 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
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row.prop(game, "collision_margin", text="Margin", slider=True)
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row.prop(game, "collision_margin", text="Margin", slider=True)
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row.prop(game, "use_collision_compound", text="Compound")
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row.prop(game, "use_collision_compound", text="Compound")
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class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
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class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
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bl_label = "Create Obstacle"
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bl_label = "Create Obstacle"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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@classmethod
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def poll(cls, context):
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def poll(cls, context):
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game = context.object.game
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game = context.object.game
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@ -221,6 +222,7 @@ class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
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row.prop(game, "obstacle_radius", text="Radius")
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row.prop(game, "obstacle_radius", text="Radius")
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row.label()
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row.label()
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class RenderButtonsPanel():
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class RenderButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_region_type = 'WINDOW'
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@ -387,17 +389,19 @@ class RENDER_PT_game_display(RenderButtonsPanel, Panel):
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flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
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flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
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flow.prop(gs, "use_deprecation_warnings")
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flow.prop(gs, "use_deprecation_warnings")
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flow.prop(gs, "show_mouse", text="Mouse Cursor")
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flow.prop(gs, "show_mouse", text="Mouse Cursor")
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class SceneButtonsPanel():
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class SceneButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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bl_context = "scene"
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class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
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class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
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bl_label = "Navigation mesh"
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bl_label = "Navigation mesh"
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bl_default_closed = True
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_GAME'}
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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@classmethod
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def poll(cls, context):
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def poll(cls, context):
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scene = context.scene
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scene = context.scene
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@ -437,13 +441,13 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
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col = layout.column()
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col = layout.column()
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col.label(text="Polygonization:")
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col.label(text="Polygonization:")
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split = col.split()
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split = col.split()
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col = split.column()
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col = split.column()
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col.prop(rd, "edge_max_len")
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col.prop(rd, "edge_max_len")
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col.prop(rd, "edge_max_error")
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col.prop(rd, "edge_max_error")
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split.prop(rd, "verts_per_poly")
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split.prop(rd, "verts_per_poly")
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col = layout.column()
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col = layout.column()
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col.label(text="Detail Mesh:")
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col.label(text="Detail Mesh:")
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row = col.row()
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row = col.row()
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@ -574,10 +578,11 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
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col.label(text="Logic Steps:")
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col.label(text="Logic Steps:")
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col.prop(gs, "logic_step_max", text="Max")
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col.prop(gs, "logic_step_max", text="Max")
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class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
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class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
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bl_label = "Obstacle simulation"
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bl_label = "Obstacle simulation"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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@classmethod
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def poll(cls, context):
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def poll(cls, context):
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scene = context.scene
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scene = context.scene
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@ -588,7 +593,7 @@ class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
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gs = context.scene.game_settings
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gs = context.scene.game_settings
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layout.prop(gs, "obstacle_simulation", text = "Type")
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layout.prop(gs, "obstacle_simulation", text="Type")
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if gs.obstacle_simulation != 'NONE':
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if gs.obstacle_simulation != 'NONE':
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layout.prop(gs, "level_height")
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layout.prop(gs, "level_height")
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layout.prop(gs, "show_obstacle_simulation")
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layout.prop(gs, "show_obstacle_simulation")
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