Move Armory Tilesheet Panel and Update Material Blending Panel
The Armory TileSheet Panel was moved to the Blender material tab. Resolves #1126
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@ -216,18 +216,39 @@ class MaterialPropsPanel(bpy.types.Panel):
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layout.prop(mat, 'arm_skip_context')
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layout.prop(mat, 'arm_particle_fade')
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layout.prop(mat, 'arm_billboard')
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layout.prop(mat, 'arm_blending')
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col = layout.column()
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col.enabled = mat.arm_blending
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layout.operator("arm.invalidate_material_cache")
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class MaterialBlendingPropsPanel(bpy.types.Panel):
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bl_label = "Blending"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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bl_parent_id = "MaterialPropsPanel"
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def draw_header(self, context):
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self.layout.prop(bpy.context.material, 'arm_blending', text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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mat = bpy.context.material
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if mat == None:
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return
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flow = layout.grid_flow()
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flow.enabled = mat.arm_blending
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col = flow.column()
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col.prop(mat, 'arm_blending_source')
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col.prop(mat, 'arm_blending_destination')
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col.prop(mat, 'arm_blending_operation')
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col = flow.column()
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col.prop(mat, 'arm_blending_source_alpha')
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col.prop(mat, 'arm_blending_destination_alpha')
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col.prop(mat, 'arm_blending_operation_alpha')
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layout.operator("arm.invalidate_material_cache")
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class ArmoryPlayerPanel(bpy.types.Panel):
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bl_label = "Armory Player"
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bl_space_type = "PROPERTIES"
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@ -699,7 +720,7 @@ class ArmRenderPathPanel(bpy.types.Panel):
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layout.separator()
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if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['draw_props'] != None:
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arm.api.drivers[rpdat.rp_driver]['draw_props'](layout)
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return
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return
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class ArmRenderPathRendererPanel(bpy.types.Panel):
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bl_label = "Renderer"
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@ -740,7 +761,7 @@ class ArmRenderPathRendererPanel(bpy.types.Panel):
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layout.prop(rpdat, 'arm_tess_mesh_outer')
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layout.label(text='Shadow')
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layout.prop(rpdat, 'arm_tess_shadows_inner')
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layout.prop(rpdat, 'arm_tess_shadows_outer')
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layout.prop(rpdat, 'arm_tess_shadows_outer')
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layout.prop(rpdat, 'arm_particles')
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layout.prop(rpdat, 'arm_skin')
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@ -1180,7 +1201,7 @@ class ArmGenTerrainButton(bpy.types.Operator):
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sectors = scn.arm_terrain_sectors
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size = scn.arm_terrain_sector_size
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height_scale = scn.arm_terrain_height_scale
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# Create material
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mat = bpy.data.materials.new(name="Terrain")
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mat.use_nodes = True
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@ -1272,7 +1293,7 @@ class ArmTilesheetPanel(bpy.types.Panel):
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bl_label = "Armory Tilesheet"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "object"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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@ -1456,6 +1477,7 @@ def register():
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bpy.utils.register_class(InvalidateCacheButton)
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bpy.utils.register_class(InvalidateMaterialCacheButton)
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bpy.utils.register_class(MaterialPropsPanel)
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bpy.utils.register_class(MaterialBlendingPropsPanel)
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bpy.utils.register_class(ArmoryPlayerPanel)
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bpy.utils.register_class(ArmoryExporterPanel)
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bpy.utils.register_class(ArmoryProjectPanel)
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@ -1508,6 +1530,7 @@ def unregister():
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bpy.utils.unregister_class(InvalidateCacheButton)
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bpy.utils.unregister_class(InvalidateMaterialCacheButton)
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bpy.utils.unregister_class(MaterialPropsPanel)
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bpy.utils.unregister_class(MaterialBlendingPropsPanel)
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bpy.utils.unregister_class(ArmoryPlayerPanel)
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bpy.utils.unregister_class(ArmoryExporterPanel)
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bpy.utils.unregister_class(ArmoryProjectPanel)
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