svn merge ^/trunk/blender -r40872:40890
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@@ -383,10 +383,6 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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col.label(text="Mirror Object:")
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col.prop(md, "mirror_object", text="")
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def NAVMESH(self, layout, ob, md):
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layout.operator("mesh.assign_navpolygon")
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layout.operator("mesh.assign_new_navpolygon")
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def MULTIRES(self, layout, ob, md):
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layout.row().prop(md, "subdivision_type", expand=True)
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@@ -47,8 +47,9 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
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layout.prop(game, "physics_type")
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layout.separator()
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#if game.physics_type == 'DYNAMIC':
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if game.physics_type in {'DYNAMIC', 'RIGID_BODY'}:
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physics_type = game.physics_type
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if physics_type in {'DYNAMIC', 'RIGID_BODY'}:
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split = layout.split()
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col = split.column()
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@@ -108,7 +109,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
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col.prop(game, "lock_rotation_y", text="Y")
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col.prop(game, "lock_rotation_z", text="Z")
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elif game.physics_type == 'SOFT_BODY':
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elif physics_type == 'SOFT_BODY':
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col = layout.column()
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col.prop(game, "use_actor")
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col.prop(game, "use_ghost")
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@@ -143,7 +144,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
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sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
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sub.prop(soft, "cluster_iterations", text="Iterations")
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elif game.physics_type == 'STATIC':
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elif physics_type == 'STATIC':
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col = layout.column()
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col.prop(game, "use_actor")
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col.prop(game, "use_ghost")
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@@ -164,9 +165,13 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
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subsub.active = game.use_anisotropic_friction
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subsub.prop(game, "friction_coefficients", text="", slider=True)
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elif game.physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
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elif physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
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layout.prop(ob, "hide_render", text="Invisible")
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elif physics_type == 'NAVMESH':
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layout.operator("mesh.assign_navpolygon")
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layout.operator("mesh.assign_new_navpolygon")
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class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
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bl_label = "Collision Bounds"
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