forked from bartvdbraak/blender
stule cleanup: pep8
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7a87b89a60
commit
2691483e35
@ -441,11 +441,11 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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layout.separator()
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split = layout.split()
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col = split.column()
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col.prop(md, "time")
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col.prop(md, "resolution")
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col = split.column()
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col.prop(md, "spatial_size")
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col.prop(md, "depth")
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@ -652,14 +652,15 @@ class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
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if gs.obstacle_simulation != 'NONE':
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layout.prop(gs, "level_height")
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layout.prop(gs, "show_obstacle_simulation")
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class DataButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel):
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class DATA_PT_shadow_game(DataButtonsPanel, Panel):
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bl_label = "Shadow"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@ -669,19 +670,19 @@ class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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lamp = context.lamp
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self.layout.prop(lamp, "use_shadow", text="")
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def draw(self, context):
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layout = self.layout
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lamp = context.lamp
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layout.active = lamp.use_shadow
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split = layout.split()
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col = split.column()
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@ -690,7 +691,7 @@ class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel):
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col = split.column()
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col.prop(lamp, "use_shadow_layer", text="This Layer Only")
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col.prop(lamp, "use_only_shadow")
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col = layout.column()
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col.label("Buffer Type:")
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col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True)
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@ -100,7 +100,7 @@ class PHYSICS_PT_smoke(PhysicButtonsPanel, Panel):
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sub.prop(flow, "use_absolute")
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sub.prop(flow, "density")
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sub.prop(flow, "temperature")
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elif md.smoke_type == 'COLLISION':
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coll = md.coll_settings
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@ -108,7 +108,6 @@ class PHYSICS_PT_smoke(PhysicButtonsPanel, Panel):
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col = split.column()
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col.prop(coll, "collision_type")
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class PHYSICS_PT_smoke_groups(PhysicButtonsPanel, Panel):
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@ -348,21 +348,22 @@ class INFO_MT_render(Menu):
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layout.operator("render.view_show")
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layout.operator("render.play_rendered_anim")
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class INFO_MT_window(bpy.types.Menu):
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class INFO_MT_window(Menu):
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bl_label = "Window"
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def draw(self, context):
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import sys
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layout = self.layout
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layout.operator("wm.window_duplicate")
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layout.operator("wm.window_fullscreen_toggle", icon='FULLSCREEN_ENTER')
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if sys.platform[:3] == "win":
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layout.separator()
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layout.operator("wm.console_toggle", icon='CONSOLE')
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class INFO_MT_help(Menu):
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bl_label = "Help"
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@ -389,7 +390,7 @@ class INFO_MT_help(Menu):
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layout.operator("anim.update_data_paths", text="FCurve/Driver Version fix", icon='HELP')
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layout.operator("logic.texface_convert", text="TexFace to Material Convert", icon='GAME')
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layout.separator()
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layout.operator("wm.splash", icon='BLENDER')
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if __name__ == "__main__": # only for live edit.
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