forked from bartvdbraak/blender
b7d0ff0ad6
This way it is possible to have viewport simplification bumped all the way up, making viewport really responsive but still have final render to use highest subdivision possible. Reviewers: lukastoenne, campbellbarton, dingto Reviewed By: campbellbarton, dingto Subscribers: dingto, nutel, eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1273
415 lines
13 KiB
Python
415 lines
13 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bl_ui.properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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class SCENE_UL_keying_set_paths(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.KeyingSetPath)
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kspath = item
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icon = layout.enum_item_icon(kspath, "id_type", kspath.id_type)
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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# Do not make this one editable in uiList for now...
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layout.label(text=kspath.data_path, translate=False, icon_value=icon)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class SceneButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return context.scene and (rd.engine in cls.COMPAT_ENGINES)
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class SCENE_PT_scene(SceneButtonsPanel, Panel):
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bl_label = "Scene"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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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layout.prop(scene, "camera")
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layout.prop(scene, "background_set", text="Background")
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if context.scene.render.engine != 'BLENDER_GAME':
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layout.prop(scene, "active_clip", text="Active Clip")
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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bl_label = "Units"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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unit = context.scene.unit_settings
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col = layout.column()
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col.row().prop(unit, "system", expand=True)
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col.row().prop(unit, "system_rotation", expand=True)
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if unit.system != 'NONE':
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row = layout.row()
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row.prop(unit, "scale_length", text="Scale")
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row.prop(unit, "use_separate")
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class SceneKeyingSetsPanel:
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def draw_keyframing_settings(self, context, layout, ks, ksp):
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self.draw_keyframing_setting(context, layout, ks, ksp, "Needed",
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"use_insertkey_override_needed", "use_insertkey_needed",
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userpref_fallback="use_keyframe_insert_needed")
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self.draw_keyframing_setting(context, layout, ks, ksp, "Visual",
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"use_insertkey_override_visual", "use_insertkey_visual",
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userpref_fallback="use_visual_keying")
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self.draw_keyframing_setting(context, layout, ks, ksp, "XYZ to RGB",
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"use_insertkey_override_xyz_to_rgb", "use_insertkey_xyz_to_rgb")
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def draw_keyframing_setting(self, context, layout, ks, ksp, label, toggle_prop, prop, userpref_fallback=None):
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if ksp:
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item = ksp
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if getattr(ks, toggle_prop):
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owner = ks
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propname = prop
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else:
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owner = context.user_preferences.edit
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if userpref_fallback:
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propname = userpref_fallback
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else:
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propname = prop
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else:
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item = ks
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owner = context.user_preferences.edit
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if userpref_fallback:
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propname = userpref_fallback
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else:
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propname = prop
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row = layout.row(align=True)
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row.prop(item, toggle_prop, text="", icon='STYLUS_PRESSURE', toggle=True) # XXX: needs dedicated icon
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subrow = row.row()
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subrow.active = getattr(item, toggle_prop)
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if subrow.active:
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subrow.prop(item, prop, text=label)
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else:
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subrow.prop(owner, propname, text=label)
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class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
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bl_label = "Keying Sets"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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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row = layout.row()
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col = row.column()
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col.template_list("UI_UL_list", "keying_sets", scene, "keying_sets", scene.keying_sets, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
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ks = scene.keying_sets.active
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if ks and ks.is_path_absolute:
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row = layout.row()
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col = row.column()
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col.prop(ks, "bl_description")
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subcol = col.column()
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subcol.operator_context = 'INVOKE_DEFAULT'
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subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
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col = row.column()
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col.label(text="Keyframing Settings:")
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self.draw_keyframing_settings(context, col, ks, None)
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class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
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bl_label = "Active Keying Set"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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ks = context.scene.keying_sets.active
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return (ks and ks.is_path_absolute)
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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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ks = scene.keying_sets.active
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row = layout.row()
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row.label(text="Paths:")
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row = layout.row()
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col = row.column()
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col.template_list("SCENE_UL_keying_set_paths", "", ks, "paths", ks.paths, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
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ksp = ks.paths.active
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if ksp:
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col = layout.column()
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col.label(text="Target:")
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col.template_any_ID(ksp, "id", "id_type")
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col.template_path_builder(ksp, "data_path", ksp.id)
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row = col.row(align=True)
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row.label(text="Array Target:")
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row.prop(ksp, "use_entire_array", text="All Items")
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if ksp.use_entire_array:
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row.label(text=" ") # padding
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else:
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row.prop(ksp, "array_index", text="Index")
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layout.separator()
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row = layout.row()
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col = row.column()
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col.label(text="F-Curve Grouping:")
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col.prop(ksp, "group_method", text="")
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if ksp.group_method == 'NAMED':
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col.prop(ksp, "group")
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col = row.column()
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col.label(text="Keyframing Settings:")
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self.draw_keyframing_settings(context, col, ks, ksp)
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class SCENE_PT_color_management(SceneButtonsPanel, Panel):
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bl_label = "Color Management"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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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col = layout.column()
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col.label(text="Display:")
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col.prop(scene.display_settings, "display_device")
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col = layout.column()
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col.separator()
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col.label(text="Render:")
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col.template_colormanaged_view_settings(scene, "view_settings")
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col = layout.column()
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col.separator()
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col.label(text="Sequencer:")
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col.prop(scene.sequencer_colorspace_settings, "name")
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class SCENE_PT_audio(SceneButtonsPanel, Panel):
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bl_label = "Audio"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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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rd = context.scene.render
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ffmpeg = rd.ffmpeg
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layout.prop(scene, "audio_volume")
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layout.operator("sound.bake_animation")
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split = layout.split()
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col = split.column()
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col.label("Distance Model:")
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col.prop(scene, "audio_distance_model", text="")
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sub = col.column(align=True)
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sub.prop(scene, "audio_doppler_speed", text="Speed")
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sub.prop(scene, "audio_doppler_factor", text="Doppler")
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col = split.column()
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col.label("Format:")
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col.prop(ffmpeg, "audio_channels", text="")
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col.prop(ffmpeg, "audio_mixrate", text="Rate")
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class SCENE_PT_physics(SceneButtonsPanel, Panel):
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bl_label = "Gravity"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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self.layout.prop(context.scene, "use_gravity", text="")
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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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layout.active = scene.use_gravity
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layout.prop(scene, "gravity", text="")
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class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body World"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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rd = scene.render
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return scene and (rd.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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if rbw is not None:
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self.layout.prop(rbw, "enabled", text="")
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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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rbw = scene.rigidbody_world
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if rbw is None:
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layout.operator("rigidbody.world_add")
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else:
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layout.operator("rigidbody.world_remove")
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col = layout.column()
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col.active = rbw.enabled
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col = col.column()
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col.prop(rbw, "group")
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col.prop(rbw, "constraints")
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split = col.split()
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col = split.column()
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col.prop(rbw, "time_scale", text="Speed")
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col.prop(rbw, "use_split_impulse")
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col = split.column()
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col.prop(rbw, "steps_per_second", text="Steps Per Second")
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col.prop(rbw, "solver_iterations", text="Solver Iterations")
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class SCENE_PT_rigid_body_cache(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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scene = context.scene
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return scene and scene.rigidbody_world and (rd.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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point_cache_ui(self, context, rbw.point_cache, rbw.point_cache.is_baked is False and rbw.enabled, 'RIGID_BODY')
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class SCENE_PT_rigid_body_field_weights(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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scene = context.scene
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return scene and scene.rigidbody_world and (rd.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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effector_weights_ui(self, context, rbw.effector_weights, 'RIGID_BODY')
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class SCENE_PT_simplify(SceneButtonsPanel, Panel):
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bl_label = "Simplify"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_simplify", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.use_simplify
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split = layout.split()
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col = split.column()
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col.label(text="Viewport:")
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col.prop(rd, "simplify_subdivision", text="Subdivision")
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col.prop(rd, "simplify_child_particles", text="Child Particles")
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col = split.column()
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col.label(text="Render:")
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col.prop(rd, "simplify_subdivision_render", text="Subdivision")
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col.prop(rd, "simplify_child_particles_render", text="Child Particles")
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col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
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col.prop(rd, "simplify_ao_sss", text="AO and SSS")
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col.prop(rd, "use_simplify_triangulate")
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class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "scene"
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_property_type = bpy.types.Scene
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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