* Fixes for Render Tab separation.
* All Edges is now in the object mode "Display" Tab, as the option doesn't affect Edit Mode. Missing Redraw here...
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		@@ -826,12 +826,12 @@ class PovrayRender(bpy.types.RenderEngine):
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bpy.types.register(PovrayRender)
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# Use some of the existing buttons.
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import buttons_scene
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buttons_scene.SCENE_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
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buttons_scene.SCENE_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
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buttons_scene.SCENE_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
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buttons_scene.SCENE_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
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del buttons_scene
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import buttons_render
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buttons_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
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buttons_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
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buttons_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
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buttons_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
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del buttons_render
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# Use only a subset of the world panels
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import buttons_world
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@@ -852,14 +852,14 @@ del buttons_material
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class RenderButtonsPanel(bpy.types.Panel):
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	__space_type__ = 'PROPERTIES'
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	__region_type__ = 'WINDOW'
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	__context__ = "scene"
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	__context__ = "render"
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	# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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	def poll(self, context):
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		rd = context.scene.render_data
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		return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
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class SCENE_PT_povray_radiosity(RenderButtonsPanel):
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class RENDER_PT_povray_radiosity(RenderButtonsPanel):
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	__label__ = "Radiosity"
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	COMPAT_ENGINES = set(['POVRAY_RENDER'])
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@@ -909,4 +909,4 @@ class SCENE_PT_povray_radiosity(RenderButtonsPanel):
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			col = split.column()
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			col.itemR(scene, "pov_radio_always_sample")
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bpy.types.register(SCENE_PT_povray_radiosity)
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bpy.types.register(RENDER_PT_povray_radiosity)
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@@ -20,7 +20,7 @@ ERROR = 3
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class RenderButtonsPanel(bpy.types.Panel):
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	__space_type__ = "PROPERTIES"
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	__region_type__ = "WINDOW"
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	__context__ = "scene"
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	__context__ = "render"
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	# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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	def poll(self, context):
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@@ -29,7 +29,7 @@ class RenderButtonsPanel(bpy.types.Panel):
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# Setting panel, use in the scene for now.
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@rnaType
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class SCENE_PT_network_settings(RenderButtonsPanel):
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class RENDER_PT_network_settings(RenderButtonsPanel):
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	__label__ = "Network Settings"
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	COMPAT_ENGINES = set(['NET_RENDER'])
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@@ -60,7 +60,7 @@ class SCENE_PT_network_settings(RenderButtonsPanel):
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			col.itemO("render.netclientscan", icon="ICON_FILE_REFRESH", text="")
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@rnaType
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class SCENE_PT_network_job(RenderButtonsPanel):
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class RENDER_PT_network_job(RenderButtonsPanel):
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	__label__ = "Job Settings"
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	COMPAT_ENGINES = set(['NET_RENDER'])
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@@ -88,7 +88,7 @@ class SCENE_PT_network_job(RenderButtonsPanel):
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		col.itemR(scene.network_render, "chunks")
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@rnaType
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class SCENE_PT_network_slaves(RenderButtonsPanel):
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class RENDER_PT_network_slaves(RenderButtonsPanel):
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	__label__ = "Slaves Status"
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	COMPAT_ENGINES = set(['NET_RENDER'])
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@@ -126,7 +126,7 @@ class SCENE_PT_network_slaves(RenderButtonsPanel):
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			layout.itemL(text="Stats: " + slave.stats)
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@rnaType
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class SCENE_PT_network_slaves_blacklist(RenderButtonsPanel):
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class RENDER_PT_network_slaves_blacklist(RenderButtonsPanel):
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	__label__ = "Slaves Blacklist"
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	COMPAT_ENGINES = set(['NET_RENDER'])
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@@ -163,7 +163,7 @@ class SCENE_PT_network_slaves_blacklist(RenderButtonsPanel):
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			layout.itemL(text="Stats: " + time.ctime(slave.stats))
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@rnaType
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class SCENE_PT_network_jobs(RenderButtonsPanel):
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class RENDER_PT_network_jobs(RenderButtonsPanel):
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	__label__ = "Jobs"
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	COMPAT_ENGINES = set(['NET_RENDER'])
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@@ -1,14 +1,6 @@
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import bpy
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class SceneButtonsPanel(bpy.types.Panel):
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	__space_type__ = 'PROPERTIES'
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	__region_type__ = 'WINDOW'
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	__context__ = "render"
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	def poll(self, context):
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		return (context.scene != None)
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class RenderButtonsPanel(bpy.types.Panel):
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	__space_type__ = 'PROPERTIES'
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	__region_type__ = 'WINDOW'
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@@ -17,7 +9,7 @@ class RenderButtonsPanel(bpy.types.Panel):
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	def poll(self, context):
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		rd = context.scene.render_data
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		return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
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		return (context.scene and rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
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class RENDER_PT_render(RenderButtonsPanel):
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	__label__ = "Render"
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@@ -446,7 +438,6 @@ class RENDER_PT_stamp(RenderButtonsPanel):
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		sub.active = rd.stamp_note
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		sub.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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@@ -457,4 +448,3 @@ 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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@@ -7,7 +7,7 @@ class SceneButtonsPanel(bpy.types.Panel):
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	__context__ = "scene"
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	def poll(self, context):
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		return (context.scene != None)
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		return context.scene
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class SCENE_PT_scene(SceneButtonsPanel):
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	__label__ = "Scene"
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@@ -17,10 +17,10 @@ class SCENE_PT_scene(SceneButtonsPanel):
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		layout = self.layout
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		scene = context.scene
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		layout.itemR(scene, "camera")
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		layout.itemR(scene, "set", text="Background")
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class SCENE_PT_unit(SceneButtonsPanel):
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	__label__ = "Units"
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	__default_closed__ = True
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@@ -120,9 +120,6 @@ class SCENE_PT_keying_set_paths(SceneButtonsPanel):
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			if ksp.grouping == 'NAMED':
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				col.itemR(ksp, "group")
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class SCENE_PT_physics(SceneButtonsPanel):
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	__label__ = "Gravity"
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	COMPAT_ENGINES = set(['BLENDER_RENDER'])
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