[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [58738] trunk/blender/release/scripts/ startup/bl_ui/space_view3d.py: Fix for [#36321] 'Mark Freestyle Edge' still showing with Cycles renderer
Thomas Dinges
blender at dingto.org
Tue Jul 30 11:00:32 CEST 2013
Revision: 58738
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=58738
Author: dingto
Date: 2013-07-30 09:00:31 +0000 (Tue, 30 Jul 2013)
Log Message:
-----------
Fix for [#36321] 'Mark Freestyle Edge' still showing with Cycles renderer
* Now we hide Freestyle properties when "use_shading_nodes" is true.
Modified Paths:
--------------
trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
Modified: trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2013-07-30 08:45:45 UTC (rev 58737)
+++ trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2013-07-30 09:00:31 UTC (rev 58738)
@@ -1973,7 +1973,9 @@
def draw(self, context):
layout = self.layout
+
with_freestyle = bpy.app.build_options.freestyle
+ scene = context.scene
layout.operator_context = 'INVOKE_REGION_WIN'
@@ -1998,12 +2000,11 @@
layout.separator()
- if with_freestyle:
+ if with_freestyle and not scene.render.use_shading_nodes:
layout.operator("mesh.mark_freestyle_edge").clear = False
layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
+ layout.separator()
- layout.separator()
-
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").use_ccw = True
@@ -2028,7 +2029,9 @@
def draw(self, context):
layout = self.layout
+
with_freestyle = bpy.app.build_options.freestyle
+ scene = context.scene
layout.operator_context = 'INVOKE_REGION_WIN'
@@ -2044,12 +2047,11 @@
layout.separator()
- if with_freestyle:
+ if with_freestyle and not scene.render.use_shading_nodes:
layout.operator("mesh.mark_freestyle_face").clear = False
layout.operator("mesh.mark_freestyle_face", text="Clear Freestyle Face").clear = True
+ layout.separator()
- layout.separator()
-
layout.operator("mesh.poke")
layout.operator("mesh.quads_convert_to_tris")
layout.operator("mesh.tris_convert_to_quads")
@@ -2661,6 +2663,7 @@
with_freestyle = bpy.app.build_options.freestyle
mesh = context.active_object.data
+ scene = context.scene
split = layout.split()
@@ -2680,7 +2683,7 @@
col.prop(mesh, "show_edge_seams", text="Seams")
col.prop(mesh, "show_edge_sharp", text="Sharp", text_ctxt=i18n_contexts.plural)
col.prop(mesh, "show_edge_bevel_weight", text="Bevel")
- if with_freestyle:
+ if with_freestyle and not scene.render.use_shading_nodes:
col.prop(mesh, "show_freestyle_edge_marks", text="Edge Marks")
col.prop(mesh, "show_freestyle_face_marks", text="Face Marks")
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