3D View / UI:
* Decouple "Display" panel, into Display and Shading panels, so one of them can be closed when not needed. (Saves some space). Patch by Sebastian König, with tweaks by myself.
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@@ -2592,19 +2592,6 @@ class VIEW3D_PT_view3d_display(Panel):
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subsub.active = scene.unit_settings.system == 'NONE'
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subsub.prop(view, "grid_subdivisions", text="Subdivisions")
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if not scene.render.use_shading_nodes:
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col = layout.column()
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col.label(text="Shading:")
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col.prop(gs, "material_mode", text="")
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col.prop(view, "show_textured_solid")
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if view.viewport_shade == 'SOLID':
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col.prop(view, "use_matcap")
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if view.use_matcap:
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col.template_icon_view(view, "matcap_icon")
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col.prop(view, "show_backface_culling")
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if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}:
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col.prop(view, "show_occlude_wire")
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layout.separator()
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region = view.region_quadview
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@@ -2622,6 +2609,39 @@ class VIEW3D_PT_view3d_display(Panel):
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row.prop(region, "use_box_clip")
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class VIEW3D_PT_view3d_shading(Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_label = "Shading"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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view = context.space_data
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return (view)
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def draw(self, context):
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layout = self.layout
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view = context.space_data
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scene = context.scene
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gs = scene.game_settings
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obj = context.object
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col = layout.column()
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if not scene.render.use_shading_nodes:
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col.prop(gs, "material_mode", text="")
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col.prop(view, "show_textured_solid")
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if view.viewport_shade == 'SOLID':
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col.prop(view, "use_matcap")
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if view.use_matcap:
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col.template_icon_view(view, "matcap_icon")
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col.prop(view, "show_backface_culling")
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if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}:
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col.prop(view, "show_occlude_wire")
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class VIEW3D_PT_view3d_motion_tracking(Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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