Blender 2.9: Improve project flags panel UI
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@ -212,11 +212,11 @@ def init_properties():
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bpy.types.World.arm_khafile = PointerProperty(name="Khafile", description="Source appended to khafile.js", update=assets.invalidate_compiler_cache, type=bpy.types.Text)
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bpy.types.World.arm_texture_quality = FloatProperty(name="Texture Quality", default=1.0, min=0.0, max=1.0, subtype='FACTOR', update=assets.invalidate_compiler_cache)
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bpy.types.World.arm_sound_quality = FloatProperty(name="Sound Quality", default=0.9, min=0.0, max=1.0, subtype='FACTOR', update=assets.invalidate_compiler_cache)
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bpy.types.World.arm_minimize = BoolProperty(name="Minimize Data", description="Export scene data in binary", default=True, update=assets.invalidate_compiled_data)
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bpy.types.World.arm_minimize = BoolProperty(name="Binary Scene Data", description="Export scene data in binary", default=True, update=assets.invalidate_compiled_data)
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bpy.types.World.arm_minify_js = BoolProperty(name="Minify JS", description="Minimize JavaScript output when publishing", default=True)
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bpy.types.World.arm_optimize_data = BoolProperty(name="Optimize Data", description="Export more efficient geometry and shader data, prolongs build times", default=True, update=assets.invalidate_compiled_data)
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bpy.types.World.arm_deinterleaved_buffers = BoolProperty(name="Deinterleaved Buffers", description="Use deinterleaved vertex buffers", default=False, update=assets.invalidate_compiler_cache)
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bpy.types.World.arm_export_tangents = BoolProperty(name="Export Tangents", description="Precompute tangents for normal mapping, otherwise computed in shader", default=True, update=assets.invalidate_compiled_data)
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bpy.types.World.arm_export_tangents = BoolProperty(name="Precompute Tangents", description="Precompute tangents for normal mapping, otherwise computed in shader", default=True, update=assets.invalidate_compiled_data)
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bpy.types.World.arm_batch_meshes = BoolProperty(name="Batch Meshes", description="Group meshes by materials to speed up rendering", default=False, update=assets.invalidate_compiler_cache)
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bpy.types.World.arm_batch_materials = BoolProperty(name="Batch Materials", description="Marge similar materials into single pipeline state", default=False, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_stream_scene = BoolProperty(name="Stream Scene", description="Stream scene content", default=False, update=assets.invalidate_compiler_cache)
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@ -500,6 +500,7 @@ class ARM_PT_ArmoryExporterPanel(bpy.types.Panel):
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col.prop(wrd, 'arm_minify_js')
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col = layout.column(heading='Data')
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col.prop(wrd, 'arm_minimize')
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col.prop(wrd, 'arm_optimize_data')
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col.prop(wrd, 'arm_asset_compression')
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col.prop(wrd, 'arm_single_data_file')
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@ -724,19 +725,26 @@ class ARM_PT_ProjectFlagsPanel(bpy.types.Panel):
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layout.use_property_split = True
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layout.use_property_decorate = False
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wrd = bpy.data.worlds['Arm']
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layout.prop(wrd, 'arm_verbose_output')
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layout.prop(wrd, 'arm_cache_build')
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layout.prop(wrd, 'arm_live_patch')
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layout.prop(wrd, 'arm_stream_scene')
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layout.prop(wrd, 'arm_batch_meshes')
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layout.prop(wrd, 'arm_batch_materials')
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layout.prop(wrd, 'arm_write_config')
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layout.prop(wrd, 'arm_minimize')
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layout.prop(wrd, 'arm_deinterleaved_buffers')
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layout.prop(wrd, 'arm_export_tangents')
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layout.prop(wrd, 'arm_loadscreen')
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layout.prop(wrd, 'arm_texture_quality')
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layout.prop(wrd, 'arm_sound_quality')
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col = layout.column(heading='Debug')
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col.prop(wrd, 'arm_verbose_output')
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col.prop(wrd, 'arm_cache_build')
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col = layout.column(heading='Runtime')
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col.prop(wrd, 'arm_live_patch')
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col.prop(wrd, 'arm_stream_scene')
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col.prop(wrd, 'arm_loadscreen')
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col.prop(wrd, 'arm_write_config')
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col = layout.column(heading='Renderer')
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col.prop(wrd, 'arm_batch_meshes')
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col.prop(wrd, 'arm_batch_materials')
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col.prop(wrd, 'arm_deinterleaved_buffers')
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col.prop(wrd, 'arm_export_tangents')
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col = layout.column(heading='Quality')
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col.prop(wrd, 'arm_texture_quality')
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col.prop(wrd, 'arm_sound_quality')
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class ARM_PT_ProjectFlagsDebugConsolePanel(bpy.types.Panel):
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bl_label = "Debug Console"
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