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