style cleanup: pep8, also quiet compiler warning.
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@@ -131,7 +131,7 @@ def handle_args():
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dest="sphinx_theme",
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type=str,
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default='default',
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help =
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help=
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# see SPHINX_THEMES below
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"Sphinx theme (default='default')\n"
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"Available themes\n"
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@@ -100,7 +100,7 @@ class MeshMirrorUV(Operator):
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vidxs[i] = tuple(sorted(l.vertex_index
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for l in loops[lstart:lend]))
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# As we have no poly.center yet...
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pcents[i] = tuple(map(lambda x : x / p.loop_total,
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pcents[i] = tuple(map(lambda x: x / p.loop_total,
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map(sum, zip(*(verts[idx].co
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for idx in vidxs[i])))))
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# Preparing next step finding matching polys.
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@@ -294,21 +294,22 @@ class AddPresetCloth(AddPresetBase, Operator):
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preset_subdir = "cloth"
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class AddPresetFluid(AddPresetBase, Operator):
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'''Add a Fluid Preset'''
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bl_idname = "fluid.preset_add"
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bl_label = "Add Fluid Preset"
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preset_menu = "FLUID_MT_presets"
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preset_defines = [
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"fluid = bpy.context.fluid"
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]
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preset_values = [
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"fluid.settings.viscosity_base",
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"fluid.settings.viscosity_exponent",
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]
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preset_subdir = "fluid"
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@@ -166,7 +166,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
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subsub.active = game.use_anisotropic_friction
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subsub.prop(game, "friction_coefficients", text="", slider=True)
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elif physics_type =='SENSOR':
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elif physics_type == 'SENSOR':
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col = layout.column()
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col.prop(game, "use_actor", text="Detect Actors")
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col.prop(ob, "hide_render", text="Invisible")
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@@ -1185,7 +1185,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
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psys = context.particle_system
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split = layout.split(percentage=0.85)
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col = split.column()
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col.label(text="Vertex Group:")
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col.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
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@@ -1195,7 +1195,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
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col.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
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col.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
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col.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
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col = split.column()
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col.label(text="Negate:")
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col.alignment = 'RIGHT'
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@@ -1206,7 +1206,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
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col.prop(psys, "invert_vertex_group_roughness_1", text="")
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col.prop(psys, "invert_vertex_group_roughness_2", text="")
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col.prop(psys, "invert_vertex_group_roughness_end", text="")
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# Commented out vertex groups don't work and are still waiting for better implementation
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# row = layout.row()
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# row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")
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@@ -20,6 +20,7 @@
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import bpy
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from bpy.types import Panel, Menu
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class FLUID_MT_presets(Menu):
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bl_label = "Fluid Presets"
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preset_subdir = "fluid"
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@@ -232,7 +233,7 @@ class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, Panel):
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sub.menu("FLUID_MT_presets", text=bpy.types.FLUID_MT_presets.bl_label)
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sub.operator("fluid.preset_add", text="", icon='ZOOMIN')
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sub.operator("fluid.preset_add", text="", icon='ZOOMOUT').remove_active = True
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subsub = col.column(align=True)
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subsub.prop(fluid, "viscosity_base", text="Base")
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subsub.prop(fluid, "viscosity_exponent", text="Exponent", slider=True)
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@@ -228,10 +228,10 @@ static EdgeLoopPair *edbm_ripsel_looptag_helper(BMesh *bm)
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break;
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}
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e_first = e;
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/* initialize */
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e_first = e;
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v_step = e_first->v1;
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e_step = NULL; /* quiet warning, will never remain this value */
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uid_start = uid;
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while ((e = edbm_ripsel_edge_mark_step(v_step, uid))) {
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