forked from bartvdbraak/blender
correct operator name from my own recent changes and edit navmesh rna prop name for consistency
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@ -422,7 +422,7 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
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rd = context.scene.game_settings.recast_data
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layout.operator("mesh.create_navmesh", text='Build navigation mesh')
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layout.operator("mesh.navmesh_make", text='Build navigation mesh')
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col = layout.column()
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col.label(text="Rasterization:")
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@ -439,8 +439,8 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
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col.prop(rd, "agent_radius", text="Radius")
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col = split.column()
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col.prop(rd, "max_slope")
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col.prop(rd, "max_climb")
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col.prop(rd, "slope_max")
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col.prop(rd, "climb_max")
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col = layout.column()
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col.label(text="Region:")
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@ -1739,13 +1739,13 @@ static void rna_def_scene_game_recast_data(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "Agent Radius", "Radius of the agent");
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RNA_def_property_update(prop, NC_SCENE, NULL);
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prop= RNA_def_property(srna, "max_climb", PROP_FLOAT, PROP_NONE);
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prop= RNA_def_property(srna, "climb_max", PROP_FLOAT, PROP_NONE);
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RNA_def_property_float_sdna(prop, NULL, "agentmaxclimb");
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RNA_def_property_ui_range(prop, 0.1, 5, 1, 2);
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RNA_def_property_ui_text(prop, "Max Climb", "Maximum height between grid cells the agent can climb");
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RNA_def_property_update(prop, NC_SCENE, NULL);
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prop= RNA_def_property(srna, "max_slope", PROP_FLOAT, PROP_ANGLE);
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prop= RNA_def_property(srna, "slope_max", PROP_FLOAT, PROP_ANGLE);
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RNA_def_property_float_sdna(prop, NULL, "agentmaxslope");
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RNA_def_property_range(prop, 0, M_PI/2);
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RNA_def_property_ui_text(prop, "Max Slope", "Maximum walkable slope angle in degrees");
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