partial revert of commit 54126 - (BGE UI: removing " use_occlusion_culling" from the ui)

bug reported by Eloy Felix over email

Apparently there are some files that will perform better with "use_occlusion_culling" off.
For now the UI option can return.

Technically this could make into 2.67a, but the string is not localized (it'll be in English).
Not sure what is more important here:

- consistent UI OR to expose in the UI an option some people need
This commit is contained in:
Dalai Felinto 2013-05-16 21:37:24 +00:00
parent 8e487bebd3
commit 49003dd90c

@ -619,11 +619,9 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
gs = context.scene.game_settings gs = context.scene.game_settings
layout.prop(gs, "physics_engine") layout.prop(gs, "physics_engine", text="Engine")
if gs.physics_engine != 'NONE': if gs.physics_engine != 'NONE':
col = layout.column() layout.prop(gs, "physics_gravity", text="Gravity")
col.prop(gs, "physics_gravity", text="Gravity")
col.prop(gs, "occlusion_culling_resolution", text="Culling Resolution")
split = layout.split() split = layout.split()
@ -646,6 +644,12 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
sub = col.row() sub = col.row()
sub.prop(gs, "deactivation_time", text="Time") sub.prop(gs, "deactivation_time", text="Time")
col = layout.column()
col.prop(gs, "use_occlusion_culling", text="Occlusion Culling")
sub = col.column()
sub.active = gs.use_occlusion_culling
sub.prop(gs, "occlusion_culling_resolution", text="Resolution")
else: else:
split = layout.split() split = layout.split()