svn merge ^/trunk/blender -r40872:40890

This commit is contained in:
Campbell Barton
2011-10-13 22:50:01 +00:00
21 changed files with 360 additions and 396 deletions

View File

@@ -383,10 +383,6 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
col.label(text="Mirror Object:")
col.prop(md, "mirror_object", text="")
def NAVMESH(self, layout, ob, md):
layout.operator("mesh.assign_navpolygon")
layout.operator("mesh.assign_new_navpolygon")
def MULTIRES(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)

View File

@@ -47,8 +47,9 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
layout.prop(game, "physics_type")
layout.separator()
#if game.physics_type == 'DYNAMIC':
if game.physics_type in {'DYNAMIC', 'RIGID_BODY'}:
physics_type = game.physics_type
if physics_type in {'DYNAMIC', 'RIGID_BODY'}:
split = layout.split()
col = split.column()
@@ -108,7 +109,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
col.prop(game, "lock_rotation_y", text="Y")
col.prop(game, "lock_rotation_z", text="Z")
elif game.physics_type == 'SOFT_BODY':
elif physics_type == 'SOFT_BODY':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
@@ -143,7 +144,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
sub.prop(soft, "cluster_iterations", text="Iterations")
elif game.physics_type == 'STATIC':
elif physics_type == 'STATIC':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
@@ -164,9 +165,13 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True)
elif game.physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
elif physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
layout.prop(ob, "hide_render", text="Invisible")
elif physics_type == 'NAVMESH':
layout.operator("mesh.assign_navpolygon")
layout.operator("mesh.assign_new_navpolygon")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
bl_label = "Collision Bounds"