forked from bartvdbraak/blender
Various layout tweaks. Improved game buttons, made minor adjustments to lamp, scene and fluids.
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f3f89ebac1
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@ -54,7 +54,7 @@ class DATA_PT_lamp(DataButtonsPanel):
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col = split.column()
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#col.itemL(text="Type:")
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#col.itemR(lamp, "type", text="")
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colsub = col.column(align=True)
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colsub = col.column()
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colsub.itemR(lamp, "color", text="")
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colsub.itemR(lamp, "energy")
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@ -188,7 +188,7 @@ class DATA_PT_shadow(DataButtonsPanel):
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split = layout.split()
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col = split.column()
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col.itemR(lamp, "shadow_color")
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col.itemR(lamp, "shadow_color", text="")
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sub = split.column()
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sub.itemR(lamp, "shadow_layer", text="This Layer Only")
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@ -55,25 +55,28 @@ class GAME_PT_physics(GameButtonsPanel):
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col = split.column()
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col.itemR(game, "do_fh", text="Use Material Physics")
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col.itemR(game, "rotation_fh", text="Rotate From Normal")
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col.itemR(game, "no_sleeping")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemR(game, "mass")
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col.itemR(game, "radius")
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col.itemR(game, "no_sleeping")
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col.itemR(game, "form_factor")
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col.itemL(text="Attributes:")
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colsub = col.column(align=True)
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colsub.itemR(game, "mass")
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colsub.itemR(game, "radius")
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colsub.itemR(game, "form_factor")
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col.itemS()
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col.itemL(text="Damping:")
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col.itemR(game, "damping", text="Translation", slider=True)
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col.itemR(game, "rotation_damping", text="Rotation", slider=True)
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colsub = col.column(align=True)
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colsub.itemR(game, "damping", text="Translation", slider=True)
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colsub.itemR(game, "rotation_damping", text="Rotation", slider=True)
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col = split.column()
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col.itemL(text="Velocity:")
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col.itemR(game, "minimum_velocity", text="Minimum")
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col.itemR(game, "maximum_velocity", text="Maximum")
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colsub = col.column(align=True)
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colsub.itemR(game, "minimum_velocity", text="Minimum")
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colsub.itemR(game, "maximum_velocity", text="Maximum")
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col.itemS()
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col.itemR(game, "anisotropic_friction")
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@ -115,12 +118,17 @@ class GAME_PT_collision_bounds(GameButtonsPanel):
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ob = context.scene.objects[0]
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game = ob.game
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layout.active = game.use_collision_bounds
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flow = layout.column_flow()
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flow.active = game.use_collision_bounds
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flow.itemR(game, "collision_bounds")
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flow.itemR(game, "collision_compound")
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flow.itemR(game, "collision_margin")
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layout.itemR(game, "collision_bounds", text="Bounds")
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split = layout.split()
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sub = split.column()
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sub.itemR(game, "collision_compound", text="Compound")
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sub = split.column()
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sub.itemR(game, "collision_margin", text="Margin", slider=True)
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bpy.types.register(GAME_PT_context_game)
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@ -43,17 +43,8 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
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if fluid:
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col = layout.column(align=True)
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row = col.row()
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row.item_enumR(fluid, "type", "DOMAIN")
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row.item_enumR(fluid, "type", "FLUID")
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row.item_enumR(fluid, "type", "OBSTACLE")
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row = col.row()
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row.item_enumR(fluid, "type", "INFLOW")
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row.item_enumR(fluid, "type", "OUTFLOW")
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row.item_enumR(fluid, "type", "PARTICLE")
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row.item_enumR(fluid, "type", "CONTROL")
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col.itemR(fluid, "type")
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if fluid.type == 'DOMAIN':
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layout.itemO("fluid.bake", text="BAKE")
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@ -47,7 +47,9 @@ class RENDER_PT_layers(RenderButtonsPanel):
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layout.itemR(rl, "light_override", text="Light")
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layout.itemR(rl, "material_override", text="Material")
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layout.itemS()
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layout.itemL(text="Include:")
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split = layout.split()
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col = split.column()
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@ -71,7 +73,9 @@ class RENDER_PT_layers(RenderButtonsPanel):
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split = layout.split()
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split.itemL(text="Zmask Layers:")
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split.column().itemR(rl, "zmask_layers", text="")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemL(text="Passes:")
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@ -204,22 +208,21 @@ class RENDER_PT_output(RenderButtonsPanel):
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split = layout.split()
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col = split.column()
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col.itemR(rd, "file_format", text="")
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col.row().itemR(rd, "color_mode", text="Color", expand=True)
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col = split.column()
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col.itemR(rd, "file_extensions")
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col.itemR(rd, "placeholders")
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col.itemR(rd, "no_overwrite")
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col = split.column()
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col.itemR(rd, "file_format", text="")
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col.itemR(rd, "file_extensions")
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if rd.file_format in ('AVIJPEG', 'JPEG'):
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split = layout.split()
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split.itemR(rd, "color_mode", text="Color")
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split.itemR(rd, "quality", slider=True)
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elif rd.file_format == 'OPENEXR':
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split = layout.split()
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col = split.column()
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col.itemR(rd, "color_mode", text="Color")
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col.itemR(rd, "exr_codec")
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subsplit = split.split()
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@ -232,7 +235,6 @@ class RENDER_PT_output(RenderButtonsPanel):
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elif rd.file_format == 'JPEG2000':
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split = layout.split()
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col = split.column()
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col.itemR(rd, "color_mode", text="Color")
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col.itemL(text="Depth:")
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col.row().itemR(rd, "jpeg_depth", expand=True)
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@ -244,7 +246,6 @@ class RENDER_PT_output(RenderButtonsPanel):
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elif rd.file_format in ('CINEON', 'DPX'):
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split = layout.split()
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col = split.column()
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col.itemR(rd, "color_mode", text="Color")
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col.itemR(rd, "cineon_log", text="Convert to Log")
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col = split.column(align=True)
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@ -255,13 +256,7 @@ class RENDER_PT_output(RenderButtonsPanel):
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elif rd.file_format == 'TIFF':
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split = layout.split()
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split.itemR(rd, "color_mode", text="Color")
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split.itemR(rd, "tiff_bit")
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else:
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split = layout.split()
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split.itemR(rd, "color_mode", text="Color")
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split.itemL()
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class RENDER_PT_encoding(RenderButtonsPanel):
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__label__ = "Encoding"
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