UI layouts
Changed order of panels in scene buttons to better follow order of importance, putting the post-processing options further down. Cleaned up game physics properties
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@@ -42,45 +42,57 @@ class GAME_PT_physics(GameButtonsPanel):
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game = ob.game
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flow = layout.column_flow()
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flow.active = True
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flow.itemR(game, "physics_type")
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flow.itemR(game, "actor")
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row = layout.row()
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row.itemR(game, "ghost")
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row.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
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flow = layout.column_flow()
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flow.itemR(game, "mass")
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flow.itemR(game, "radius")
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flow.itemR(game, "no_sleeping")
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flow.itemR(game, "damping")
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flow.itemR(game, "rotation_damping")
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flow.itemR(game, "minimum_velocity")
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flow.itemR(game, "maximum_velocity")
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row = layout.row()
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row.itemR(game, "do_fh")
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row.itemR(game, "rotation_fh")
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flow = layout.column_flow()
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flow.itemR(game, "form_factor")
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flow.itemR(game, "anisotropic_friction")
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flow = layout.column_flow()
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flow.active = game.anisotropic_friction
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flow.itemR(game, "friction_coefficients")
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layout.itemR(game, "physics_type")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemR(game, "actor")
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col.itemR(game, "ghost")
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col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
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col = split.column()
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col.itemR(game, "do_fh", text="Use Material Physics")
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col.itemR(game, "rotation_fh", text="Rotate From Normal")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemR(game, "mass")
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col.itemR(game, "radius")
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col.itemR(game, "no_sleeping")
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col.itemR(game, "form_factor")
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col.itemS()
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col.itemL(text="Damping:")
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col.itemR(game, "damping", text="Translation", slider=True)
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col.itemR(game, "rotation_damping", text="Rotation", slider=True)
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col = split.column()
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col.itemL(text="Velocity:")
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col.itemR(game, "minimum_velocity", text="Minimum")
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col.itemR(game, "maximum_velocity", text="Maximum")
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col.itemS()
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col.itemR(game, "anisotropic_friction")
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colsub = col.column()
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colsub.active = game.anisotropic_friction
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colsub.itemR(game, "friction_coefficients", text="", slider=True)
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layout.itemS()
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split = layout.split()
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sub = split.column()
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sub.itemR(game, "lock_x_axis")
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sub.itemR(game, "lock_y_axis")
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sub.itemR(game, "lock_z_axis")
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sub.itemL(text="Lock Translation:")
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sub.itemR(game, "lock_x_axis", text="X")
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sub.itemR(game, "lock_y_axis", text="Y")
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sub.itemR(game, "lock_z_axis", text="Z")
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sub = split.column()
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sub.itemR(game, "lock_x_rot_axis")
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sub.itemR(game, "lock_y_rot_axis")
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sub.itemR(game, "lock_z_rot_axis")
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sub.itemL(text="Lock Rotation:")
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sub.itemR(game, "lock_x_rot_axis", text="X")
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sub.itemR(game, "lock_y_rot_axis", text="Y")
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sub.itemR(game, "lock_z_rot_axis", text="Z")
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class GAME_PT_collision_bounds(GameButtonsPanel):
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@@ -111,7 +123,6 @@ class GAME_PT_collision_bounds(GameButtonsPanel):
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flow.itemR(game, "collision_margin")
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bpy.types.register(GAME_PT_context_game)
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bpy.types.register(GAME_PT_data)
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bpy.types.register(GAME_PT_physics)
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@@ -86,6 +86,7 @@ class PHYSICS_PT_field(PhysicButtonsPanel):
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row.itemR(field, "falloff_power", text="Power")
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row.itemR(field, "positive_z", text="Positive Z")
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layout.itemS()
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split = layout.split()
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sub = split.column()
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@@ -412,13 +412,13 @@ class RENDER_PT_stamp(RenderButtonsPanel):
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rowsub.itemR(rd, "stamp_note_text", text="")
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bpy.types.register(RENDER_PT_render)
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bpy.types.register(RENDER_PT_layers)
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bpy.types.register(RENDER_PT_dimensions)
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bpy.types.register(RENDER_PT_antialiasing)
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bpy.types.register(RENDER_PT_layers)
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bpy.types.register(RENDER_PT_shading)
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bpy.types.register(RENDER_PT_post_processing)
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bpy.types.register(RENDER_PT_performance)
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bpy.types.register(RENDER_PT_output)
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bpy.types.register(RENDER_PT_encoding)
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bpy.types.register(RENDER_PT_performance)
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bpy.types.register(RENDER_PT_post_processing)
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bpy.types.register(RENDER_PT_stamp)
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