forked from bartvdbraak/blender
Fix #19633: material & texture didn't use autocomplete for
selecting uv layers yet.
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c19e7197aa
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@ -150,7 +150,9 @@ class MATERIAL_PT_strand(MaterialButtonsPanel):
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col = split.column()
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col = split.column()
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col.itemL(text="Shading:")
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col.itemL(text="Shading:")
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col.itemR(tan, "width_fade")
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col.itemR(tan, "width_fade")
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col.itemR(tan, "uv_layer")
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ob = context.object
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if ob and ob.type == 'MESH': col.item_pointerR(tan, "uv_layer", ob.data, "uv_textures", text="")
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else: col.itemR(tan, "uv_layer", text="")
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col.itemS()
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col.itemS()
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sub = col.column()
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sub = col.column()
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sub.active = (not mat.shadeless)
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sub.active = (not mat.shadeless)
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@ -171,7 +171,9 @@ class TEXTURE_PT_mapping(TextureSlotPanel):
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elif tex.texture_coordinates == 'UV':
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elif tex.texture_coordinates == 'UV':
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split = layout.split(percentage=0.3)
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split = layout.split(percentage=0.3)
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split.itemL(text="Layer:")
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split.itemL(text="Layer:")
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split.itemR(tex, "uv_layer", text="")
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ob = context.object
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if ob and ob.type == 'MESH': split.item_pointerR(tex, "uv_layer", ob.data, "uv_textures", text="")
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else: split.itemR(tex, "uv_layer", text="")
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elif tex.texture_coordinates == 'OBJECT':
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elif tex.texture_coordinates == 'OBJECT':
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split = layout.split(percentage=0.3)
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split = layout.split(percentage=0.3)
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split.itemL(text="Object:")
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split.itemL(text="Object:")
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