[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23944] trunk/blender/release/scripts/ui: Fix #19633: material & texture didn't use autocomplete for

Brecht Van Lommel brecht at blender.org
Mon Oct 19 13:00:45 CEST 2009


Revision: 23944
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23944
Author:   blendix
Date:     2009-10-19 13:00:43 +0200 (Mon, 19 Oct 2009)

Log Message:
-----------
Fix #19633: material & texture didn't use autocomplete for
selecting uv layers yet.

Modified Paths:
--------------
    trunk/blender/release/scripts/ui/buttons_material.py
    trunk/blender/release/scripts/ui/buttons_texture.py

Modified: trunk/blender/release/scripts/ui/buttons_material.py
===================================================================
--- trunk/blender/release/scripts/ui/buttons_material.py	2009-10-19 10:49:46 UTC (rev 23943)
+++ trunk/blender/release/scripts/ui/buttons_material.py	2009-10-19 11:00:43 UTC (rev 23944)
@@ -150,7 +150,9 @@
 		col = split.column()
 		col.itemL(text="Shading:")
 		col.itemR(tan, "width_fade")
-		col.itemR(tan, "uv_layer")
+		ob = context.object
+		if ob and ob.type == 'MESH': col.item_pointerR(tan, "uv_layer", ob.data, "uv_textures", text="")
+		else: col.itemR(tan, "uv_layer", text="")
 		col.itemS()
 		sub = col.column()
 		sub.active = (not mat.shadeless)

Modified: trunk/blender/release/scripts/ui/buttons_texture.py
===================================================================
--- trunk/blender/release/scripts/ui/buttons_texture.py	2009-10-19 10:49:46 UTC (rev 23943)
+++ trunk/blender/release/scripts/ui/buttons_texture.py	2009-10-19 11:00:43 UTC (rev 23944)
@@ -171,7 +171,9 @@
 			elif tex.texture_coordinates == 'UV':
 				split = layout.split(percentage=0.3)
 				split.itemL(text="Layer:")
-				split.itemR(tex, "uv_layer", text="")
+				ob = context.object
+				if ob and ob.type == 'MESH': split.item_pointerR(tex, "uv_layer", ob.data, "uv_textures", text="")
+				else: split.itemR(tex, "uv_layer", text="")
 			elif tex.texture_coordinates == 'OBJECT':
 				split = layout.split(percentage=0.3)
 				split.itemL(text="Object:")





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