from the Shading panel, since it's about color space conversion for renders.
		
			
				
	
	
		
			269 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			269 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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#  This program is free software; you can redistribute it and/or
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#  modify it under the terms of the GNU General Public License
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#  as published by the Free Software Foundation; either version 2
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#  of the License, or (at your option) any later version.
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#
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#  This program is distributed in the hope that it will be useful,
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#  but WITHOUT ANY WARRANTY; without even the implied warranty of
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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#  GNU General Public License for more details.
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#
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#  You should have received a copy of the GNU General Public License
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#  along with this program; if not, write to the Free Software Foundation,
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#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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class SceneButtonsPanel():
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    bl_space_type = 'PROPERTIES'
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    bl_region_type = 'WINDOW'
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    bl_context = "scene"
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    @classmethod
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    def poll(cls, context):
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        rd = context.scene.render
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        return context.scene and (rd.engine in cls.COMPAT_ENGINES)
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class SCENE_PT_scene(SceneButtonsPanel, Panel):
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    bl_label = "Scene"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def draw(self, context):
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        layout = self.layout
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        scene = context.scene
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        layout.prop(scene, "camera")
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        layout.prop(scene, "background_set", text="Background")
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        layout.prop(scene, "active_clip", text="Active Clip")
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class SCENE_PT_audio(SceneButtonsPanel, Panel):
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    bl_label = "Audio"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def draw(self, context):
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        layout = self.layout
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        scene = context.scene
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        rd = context.scene.render
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        ffmpeg = rd.ffmpeg
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        layout.prop(scene, "audio_volume")
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        layout.operator("sound.bake_animation")
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        split = layout.split()
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        col = split.column()
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        col.label("Listener:")
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        col.prop(scene, "audio_distance_model", text="")
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        col.prop(scene, "audio_doppler_speed", text="Speed")
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        col.prop(scene, "audio_doppler_factor", text="Doppler")
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        col = split.column()
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        col.label("Format:")
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        col.prop(ffmpeg, "audio_channels", text="")
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        col.prop(ffmpeg, "audio_mixrate", text="Rate")
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        layout.operator("sound.mixdown")
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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    bl_label = "Units"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def draw(self, context):
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        layout = self.layout
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        unit = context.scene.unit_settings
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        col = layout.column()
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        col.row().prop(unit, "system", expand=True)
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        col.row().prop(unit, "system_rotation", expand=True)
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        row = layout.row()
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        row.active = (unit.system != 'NONE')
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        row.prop(unit, "scale_length", text="Scale")
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        row.prop(unit, "use_separate")
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class SCENE_PT_keying_sets(SceneButtonsPanel, Panel):
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    bl_label = "Keying Sets"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def draw(self, context):
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        layout = self.layout
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        scene = context.scene
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        row = layout.row()
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        col = row.column()
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        col.template_list(scene, "keying_sets", scene.keying_sets, "active_index", rows=2)
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        col = row.column(align=True)
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        col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
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        col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
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        ks = scene.keying_sets.active
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        if ks and ks.is_path_absolute:
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            row = layout.row()
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            col = row.column()
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            col.prop(ks, "bl_label")
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            col.prop(ks, "bl_description")
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            subcol = col.column()
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            subcol.operator_context = 'INVOKE_DEFAULT'
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            subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
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            col = row.column(align=True)
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            col.label(text="Keyframing Settings:")
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            col.prop(ks, "bl_options")
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class SCENE_PT_keying_set_paths(SceneButtonsPanel, Panel):
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    bl_label = "Active Keying Set"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    @classmethod
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    def poll(cls, context):
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        ks = context.scene.keying_sets.active
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        return (ks and ks.is_path_absolute)
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    def draw(self, context):
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        layout = self.layout
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        scene = context.scene
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        ks = scene.keying_sets.active
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        row = layout.row()
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        row.label(text="Paths:")
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        row = layout.row()
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        col = row.column()
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        col.template_list(ks, "paths", ks.paths, "active_index", rows=2)
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        col = row.column(align=True)
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        col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
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        col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
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        ksp = ks.paths.active
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        if ksp:
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            col = layout.column()
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            col.label(text="Target:")
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            col.template_any_ID(ksp, "id", "id_type")
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            col.template_path_builder(ksp, "data_path", ksp.id)
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            row = col.row(align=True)
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            row.label(text="Array Target:")
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            row.prop(ksp, "use_entire_array", text="All Items")
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            if ksp.use_entire_array:
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                row.label(text=" ")  # padding
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            else:
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                row.prop(ksp, "array_index", text="Index")
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            layout.separator()
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            row = layout.row()
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            col = row.column()
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            col.label(text="F-Curve Grouping:")
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            col.prop(ksp, "group_method", text="")
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            if ksp.group_method == 'NAMED':
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                col.prop(ksp, "group")
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            col = row.column(align=True)
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            col.label(text="Keyframing Settings:")
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            col.prop(ksp, "bl_options")
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class SCENE_PT_physics(SceneButtonsPanel, Panel):
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    bl_label = "Gravity"
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    COMPAT_ENGINES = {'BLENDER_RENDER'}
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    def draw_header(self, context):
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        self.layout.prop(context.scene, "use_gravity", text="")
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    def draw(self, context):
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        layout = self.layout
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        scene = context.scene
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        layout.active = scene.use_gravity
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        layout.prop(scene, "gravity", text="")
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class SCENE_PT_simplify(SceneButtonsPanel, Panel):
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    bl_label = "Simplify"
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    COMPAT_ENGINES = {'BLENDER_RENDER'}
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    def draw_header(self, context):
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        rd = context.scene.render
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        self.layout.prop(rd, "use_simplify", text="")
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    def draw(self, context):
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        layout = self.layout
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        rd = context.scene.render
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        layout.active = rd.use_simplify
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        split = layout.split()
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        col = split.column()
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        col.prop(rd, "simplify_subdivision", text="Subdivision")
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        col.prop(rd, "simplify_child_particles", text="Child Particles")
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        col.prop(rd, "use_simplify_triangulate")
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        col = split.column()
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        col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
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        col.prop(rd, "simplify_ao_sss", text="AO and SSS")
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class SCENE_PT_color_management(Panel):
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    bl_label = "Color Management"
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    bl_space_type = 'PROPERTIES'
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    bl_region_type = 'WINDOW'
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    bl_context = "scene"
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    def draw(self, context):
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        layout = self.layout
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        scene = context.scene
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        rd = scene.render
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        col = layout.column()
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        col.label(text="Display:")
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        col.prop(scene.display_settings, "display_device")
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        col = layout.column()
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        col.separator()
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        col.label(text="Render:")
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        col.template_colormanaged_view_settings(scene, "view_settings")
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        col.prop(rd, "use_color_unpremultiply")
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        col = layout.column()
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        col.separator()
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        col.label(text="Sequencer:")
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        col.prop(scene.sequencer_colorspace_settings, "name")
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class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    _context_path = "scene"
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    _property_type = bpy.types.Scene
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if __name__ == "__main__":  # only for live edit.
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    bpy.utils.register_module(__name__)
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