2.5 Buttons:
* Fix for Point Density Texture panel. "System" label was there before the pointer button showed up. (For Source Type Particle System.)
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@ -205,7 +205,6 @@ class SCENE_PT_post_processing(RenderButtonsPanel):
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sub.itemR(rd, "fields_still", text="Still")
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col = split.column()
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col.itemR(rd, "edge")
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sub = col.column()
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sub.active = rd.edge
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@ -665,27 +665,21 @@ class TEXTURE_PT_pointdensity(TextureButtonsPanel):
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if pd.point_source == 'PARTICLE_SYSTEM':
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col.itemL(text="Object:")
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col.itemR(pd, "object", text="")
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col = col.column()
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col.enabled = pd.object
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col.itemL(text="System:")
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col.item_pointerR(pd, "particle_system", pd.object, "particle_systems", text="")
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col.itemL(text="Cache:")
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col.itemR(pd, "particle_cache", text="")
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sub = col.column()
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sub.enabled = pd.object
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if pd.object:
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sub.itemL(text="System:")
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sub.item_pointerR(pd, "particle_system", pd.object, "particle_systems", text="")
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sub.itemL(text="Cache:")
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sub.itemR(pd, "particle_cache", text="")
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else:
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col.itemL(text="Object:")
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col.itemR(pd, "object", text="")
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col.itemL(text="Cache:")
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col.itemR(pd, "vertices_cache", text="")
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sub = split.column()
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sub.itemL()
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sub.itemR(pd, "radius")
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sub.itemL(text="Falloff:")
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sub.itemR(pd, "falloff", text="")
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if pd.falloff == 'SOFT':
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sub.itemR(pd, "falloff_softness")
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col.itemS()
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col.itemL(text="Color Source:")
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col.itemR(pd, "color_source", text="")
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@ -694,6 +688,14 @@ class TEXTURE_PT_pointdensity(TextureButtonsPanel):
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if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_AGE'):
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layout.template_color_ramp(pd.color_ramp, expand=True)
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col = split.column()
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col.itemL()
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col.itemR(pd, "radius")
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col.itemL(text="Falloff:")
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col.itemR(pd, "falloff", text="")
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if pd.falloff == 'SOFT':
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col.itemR(pd, "falloff_softness")
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class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel):
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__label__ = "Turbulence"
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