03806d0b67
This commit implements described in the #104573. The goal is to fix the confusion of the submodule hashes change, which are not ideal for any of the supported git-module configuration (they are either always visible causing confusion, or silently staged and committed, also causing confusion). This commit replaces submodules with a checkout of addons and addons_contrib, covered by the .gitignore, and locale and developer tools are moved to the main repository. This also changes the paths: - /release/scripts are moved to the /scripts - /source/tools are moved to the /tools - /release/datafiles/locale is moved to /locale This is done to avoid conflicts when using bisect, and also allow buildbot to automatically "recover" wgen building older or newer branches/patches. Running `make update` will initialize the local checkout to the changed repository configuration. Another aspect of the change is that the make update will support Github style of remote organization (origin remote pointing to thy fork, upstream remote pointing to the upstream blender/blender.git). Pull Request #104755
175 lines
4.6 KiB
Python
175 lines
4.6 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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from bpy_extras.node_utils import find_node_input
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class WorldButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "world"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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return (context.world and context.engine in cls.COMPAT_ENGINES)
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class WORLD_PT_context_world(WorldButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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world = context.world
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space = context.space_data
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if scene:
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layout.template_ID(scene, "world", new="world.new")
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elif world:
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layout.template_ID(space, "pin_id")
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class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
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bl_label = "Mist Pass"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.world and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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world = context.world
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col = layout.column(align=True)
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col.prop(world.mist_settings, "start")
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col.prop(world.mist_settings, "depth")
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col = layout.column()
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col.prop(world.mist_settings, "falloff")
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class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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_context_path = "world"
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_property_type = bpy.types.World
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class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
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bl_label = "Surface"
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COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.world and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.prop(world, "use_nodes", icon='NODETREE')
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layout.separator()
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layout.use_property_split = True
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if world.use_nodes:
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ntree = world.node_tree
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node = ntree.get_output_node('EEVEE')
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if node:
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input = find_node_input(node, 'Surface')
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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else:
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layout.prop(world, "color")
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class EEVEE_WORLD_PT_volume(WorldButtonsPanel, Panel):
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bl_label = "Volume"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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world = context.world
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return world and world.use_nodes and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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world = context.world
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ntree = world.node_tree
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node = ntree.get_output_node('EEVEE')
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layout.use_property_split = True
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if node:
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input = find_node_input(node, 'Volume')
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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class WORLD_PT_viewport_display(WorldButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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@classmethod
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def poll(cls, context):
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return context.world
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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world = context.world
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layout.prop(world, "color")
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classes = (
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WORLD_PT_context_world,
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EEVEE_WORLD_PT_surface,
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EEVEE_WORLD_PT_volume,
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EEVEE_WORLD_PT_mist,
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WORLD_PT_viewport_display,
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WORLD_PT_custom_props,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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