Fix for [#36321] 'Mark Freestyle Edge' still showing with Cycles renderer

* Now we hide Freestyle properties when "use_shading_nodes" is true.
This commit is contained in:
Thomas Dinges 2013-07-30 09:00:31 +00:00
parent 793e17ef6c
commit 6c5a4aedc2

@ -1973,7 +1973,9 @@ class VIEW3D_MT_edit_mesh_edges(Menu):
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
scene = context.scene
layout.operator_context = 'INVOKE_REGION_WIN'
@ -1998,11 +2000,10 @@ class VIEW3D_MT_edit_mesh_edges(Menu):
layout.separator()
if with_freestyle:
if with_freestyle and not scene.render.use_shading_nodes:
layout.operator("mesh.mark_freestyle_edge").clear = False
layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
layout.separator()
layout.separator()
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").use_ccw = True
@ -2028,7 +2029,9 @@ class VIEW3D_MT_edit_mesh_faces(Menu):
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
scene = context.scene
layout.operator_context = 'INVOKE_REGION_WIN'
@ -2044,11 +2047,10 @@ class VIEW3D_MT_edit_mesh_faces(Menu):
layout.separator()
if with_freestyle:
if with_freestyle and not scene.render.use_shading_nodes:
layout.operator("mesh.mark_freestyle_face").clear = False
layout.operator("mesh.mark_freestyle_face", text="Clear Freestyle Face").clear = True
layout.separator()
layout.separator()
layout.operator("mesh.poke")
layout.operator("mesh.quads_convert_to_tris")
@ -2661,6 +2663,7 @@ class VIEW3D_PT_view3d_meshdisplay(Panel):
with_freestyle = bpy.app.build_options.freestyle
mesh = context.active_object.data
scene = context.scene
split = layout.split()
@ -2680,7 +2683,7 @@ class VIEW3D_PT_view3d_meshdisplay(Panel):
col.prop(mesh, "show_edge_seams", text="Seams")
col.prop(mesh, "show_edge_sharp", text="Sharp", text_ctxt=i18n_contexts.plural)
col.prop(mesh, "show_edge_bevel_weight", text="Bevel")
if with_freestyle:
if with_freestyle and not scene.render.use_shading_nodes:
col.prop(mesh, "show_freestyle_edge_marks", text="Edge Marks")
col.prop(mesh, "show_freestyle_face_marks", text="Face Marks")