[Bf-blender-cvs] [e346927111] render-layers: Remove unused panels (layer_passes and layer_options)

Dalai Felinto noreply at git.blender.org
Wed Jan 25 18:03:08 CET 2017


Commit: e3469271110da75f8c213a5505c2bfcdb77331b2
Author: Dalai Felinto
Date:   Wed Jan 25 18:02:58 2017 +0100
Branches: render-layers
https://developer.blender.org/rBe3469271110da75f8c213a5505c2bfcdb77331b2

Remove unused panels (layer_passes and layer_options)

===================================================================

M	release/scripts/startup/bl_ui/properties_render_layer.py

===================================================================

diff --git a/release/scripts/startup/bl_ui/properties_render_layer.py b/release/scripts/startup/bl_ui/properties_render_layer.py
index 639e6fa6c9..45c93dd933 100644
--- a/release/scripts/startup/bl_ui/properties_render_layer.py
+++ b/release/scripts/startup/bl_ui/properties_render_layer.py
@@ -71,103 +71,6 @@ class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
         col.prop(rd, "use_single_layer", icon_only=True)
 
 
-class RENDERLAYER_PT_layer_options(RenderLayerButtonsPanel, Panel):
-    bl_label = "Layer"
-    COMPAT_ENGINES = {'BLENDER_RENDER'}
-
-    def draw(self, context):
-        layout = self.layout
-
-        scene = context.scene
-        rd = scene.render
-        rl = rd.layers.active
-
-        split = layout.split()
-
-        col = split.column()
-        col.prop(scene, "layers", text="Scene")
-        col.label(text="")
-        col.prop(rl, "light_override", text="Lights")
-        col.prop(rl, "material_override", text="Material")
-
-        col = split.column()
-        col.prop(rl, "layers", text="Layer")
-        col.prop(rl, "layers_zmask", text="Mask Layer")
-
-        layout.separator()
-        layout.label(text="Include:")
-
-        split = layout.split()
-
-        col = split.column()
-        col.prop(rl, "use_zmask")
-        row = col.row()
-        row.prop(rl, "invert_zmask", text="Negate")
-        row.active = rl.use_zmask
-        col.prop(rl, "use_all_z")
-
-        col = split.column()
-        col.prop(rl, "use_solid")
-        col.prop(rl, "use_halo")
-        col.prop(rl, "use_ztransp")
-
-        col = split.column()
-        col.prop(rl, "use_sky")
-        col.prop(rl, "use_edge_enhance")
-        col.prop(rl, "use_strand")
-        if bpy.app.build_options.freestyle:
-            row = col.row()
-            row.prop(rl, "use_freestyle")
-            row.active = rd.use_freestyle
-
-
-class RENDERLAYER_PT_layer_passes(RenderLayerButtonsPanel, Panel):
-    bl_label = "Passes"
-    bl_options = {'DEFAULT_CLOSED'}
-    COMPAT_ENGINES = {'BLENDER_RENDER'}
-
-    @staticmethod
-    def draw_pass_type_buttons(box, rl, pass_type):
-        # property names
-        use_pass_type = "use_pass_" + pass_type
-        exclude_pass_type = "exclude_" + pass_type
-        # draw pass type buttons
-        row = box.row()
-        row.prop(rl, use_pass_type)
-        row.prop(rl, exclude_pass_type, text="")
-
-    def draw(self, context):
-        layout = self.layout
-
-        scene = context.scene
-        rd = scene.render
-        rl = rd.layers.active
-
-        split = layout.split()
-
-        col = split.column()
-        col.prop(rl, "use_pass_combined")
-        col.prop(rl, "use_pass_z")
-        col.prop(rl, "use_pass_vector")
-        col.prop(rl, "use_pass_normal")
-        col.prop(rl, "use_pass_uv")
-        col.prop(rl, "use_pass_mist")
-        col.prop(rl, "use_pass_object_index")
-        col.prop(rl, "use_pass_material_index")
-        col.prop(rl, "use_pass_color")
-
-        col = split.column()
-        col.prop(rl, "use_pass_diffuse")
-        self.draw_pass_type_buttons(col, rl, "specular")
-        self.draw_pass_type_buttons(col, rl, "shadow")
-        self.draw_pass_type_buttons(col, rl, "emit")
-        self.draw_pass_type_buttons(col, rl, "ambient_occlusion")
-        self.draw_pass_type_buttons(col, rl, "environment")
-        self.draw_pass_type_buttons(col, rl, "indirect")
-        self.draw_pass_type_buttons(col, rl, "reflection")
-        self.draw_pass_type_buttons(col, rl, "refraction")
-
-
 class RENDERLAYER_UL_renderviews(UIList):
     def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
         # assert(isinstance(item, bpy.types.SceneRenderView)




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