[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [42740] branches/soc-2011-cucumber/release /scripts/startup/bl_ui/properties_game.py: Fixing what physics types the collision mask settings appear on.
Daniel Stokes
kupomail at gmail.com
Mon Dec 19 23:46:04 CET 2011
Revision: 42740
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=42740
Author: kupoman
Date: 2011-12-19 22:46:00 +0000 (Mon, 19 Dec 2011)
Log Message:
-----------
Fixing what physics types the collision mask settings appear on.
Modified Paths:
--------------
branches/soc-2011-cucumber/release/scripts/startup/bl_ui/properties_game.py
Modified: branches/soc-2011-cucumber/release/scripts/startup/bl_ui/properties_game.py
===================================================================
--- branches/soc-2011-cucumber/release/scripts/startup/bl_ui/properties_game.py 2011-12-19 22:30:25 UTC (rev 42739)
+++ branches/soc-2011-cucumber/release/scripts/startup/bl_ui/properties_game.py 2011-12-19 22:46:00 UTC (rev 42740)
@@ -109,12 +109,6 @@
col.prop(game, "lock_rotation_y", text="Y")
col.prop(game, "lock_rotation_z", text="Z")
- layout.separator()
-
- col = layout.column()
- col.prop(game, "collision_group")
- col.prop(game, "collision_mask")
-
elif physics_type == 'SOFT_BODY':
col = layout.column()
col.prop(game, "use_actor")
@@ -149,12 +143,6 @@
sub = col.column()
sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
sub.prop(soft, "cluster_iterations", text="Iterations")
-
- layout.separator()
-
- col = layout.column()
- col.prop(game, "collision_group")
- col.prop(game, "collision_mask")
elif physics_type == 'STATIC':
col = layout.column()
@@ -176,22 +164,10 @@
subsub = sub.column()
subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True)
-
- layout.separator()
-
- col = layout.column()
- col.prop(game, "collision_group")
- col.prop(game, "collision_mask")
elif physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
layout.prop(ob, "hide_render", text="Invisible")
- layout.separator()
-
- col = layout.column()
- col.prop(game, "collision_group")
- col.prop(game, "collision_mask")
-
elif physics_type in {'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
layout.prop(ob, "hide_render", text="Invisible")
@@ -203,8 +179,13 @@
layout.operator("mesh.navmesh_reset")
layout.operator("mesh.navmesh_clear")
-
-
+
+ if physics_type not in {'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
+ layout.separator()
+ col = layout.column()
+ col.prop(game, "collision_group")
+ col.prop(game, "collision_mask")
+
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
bl_label = "Collision Bounds"
COMPAT_ENGINES = {'BLENDER_GAME'}
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