forked from bartvdbraak/blender
Usual edits/fixes to new UI messages...
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@ -72,6 +72,7 @@ class SpellChecker():
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"bandnoise",
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"bindcode",
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"bitrate",
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"blackbody",
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"blendfile",
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"blendin",
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"bonesize",
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@ -361,6 +362,7 @@ class SpellChecker():
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"timecode",
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"voronoi",
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"voxel", "voxels",
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"vsync",
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"wireframe",
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"zmask",
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"ztransp",
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@ -713,7 +713,8 @@ static void rna_def_canvas_surface(BlenderRNA *brna)
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prop = RNA_def_property(srna, "wave_smoothness", PROP_FLOAT, PROP_NONE);
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RNA_def_property_range(prop, 0.0, 10.0);
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RNA_def_property_ui_range(prop, 0.1, 5.0, 1, 2);
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RNA_def_property_ui_text(prop, "Smoothness", "Limit maximum steepness of wave slope between simulation points. Use higher values for smoother waves at expense of reduced detail");
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RNA_def_property_ui_text(prop, "Smoothness", "Limit maximum steepness of wave slope between simulation points "
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"(use higher values for smoother waves at expense of reduced detail)");
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prop = RNA_def_property(srna, "use_wave_open_border", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flags", MOD_DPAINT_WAVE_OPEN_BORDERS);
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@ -3145,14 +3145,14 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
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};
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static EnumPropertyItem vsync_items[] = {
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{VSYNC_OFF, "OFF", 0, "Off", "Disables vsync"},
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{VSYNC_ON, "ON", 0, "On", "Enables vsync"},
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{VSYNC_ADAPTIVE, "ADAPTIVE", 0, "Adaptive", "Enables adaptive vsync (if supported)"},
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{VSYNC_OFF, "OFF", 0, "Off", "Disable vsync"},
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{VSYNC_ON, "ON", 0, "On", "Enable vsync"},
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{VSYNC_ADAPTIVE, "ADAPTIVE", 0, "Adaptive", "Enable adaptive vsync (if supported)"},
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{0, NULL, 0, NULL, NULL}
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};
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static EnumPropertyItem storage_items[] = {
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{RAS_STORE_AUTO, "AUTO", 0, "Auto Select", "Chooses the best supported mode"},
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{RAS_STORE_AUTO, "AUTO", 0, "Auto Select", "Choose the best supported mode"},
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{RAS_STORE_IMMEDIATE, "IMMEDIATE", 0, "Immediate Mode", "Slowest performance, requires OpenGL (any version)"},
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{RAS_STORE_VA, "VERTEX_ARRAY", 0, "Vertex Arrays", "Better performance, requires at least OpenGL 1.1"},
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#if 0 /* XXX VBOS are currently disabled since they cannot beat vertex array with display lists in performance. */
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