Move Armory Tilesheet Panel and Update Material Blending Panel

The Armory TileSheet Panel was moved to the Blender material tab.

Resolves #1126
This commit is contained in:
Zicklag 2019-02-21 13:02:52 -06:00
parent 0bed1fcda6
commit 4ea480d2c1

View file

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