Shader Editor: tweak when the UI for managing the material is enabled
- disable the UI if the currently selected object does not support materials. - add Metaballs and GPencil as types supporting material.
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Subproject commit 6c3a46dc113de870a03191e4c0685238b0823acd
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Subproject commit 5f7fba0565a7c9ae93eae31a08fc9bbbd16d333a
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Subproject commit 15b25a42783d1e516b5298d70b582fae2559ae17
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Subproject commit fecc0db5600405a0c14c70120ae279222861ef80
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@ -63,10 +63,12 @@ class NODE_HT_header(Header):
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layout.separator_spacer()
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row = layout.row()
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types_that_support_material = {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'GPENCIL'}
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# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
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row.enabled = not snode.pin
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# disable also when the selected object does not support materials
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row.enabled = not snode.pin and ob.type in types_that_support_material
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# Show material.new when no active ID/slot exists
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if not id_from and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}:
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if not id_from and ob.type in types_that_support_material:
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row.template_ID(ob, "active_material", new="material.new")
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# Material ID, but not for Lights
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if id_from and ob.type != 'LIGHT':
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Subproject commit 870f46b6e3abe03c0b9907d08f79af47f4b58ee8
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Subproject commit 11656ebaf7f912cdb1b5eb39c5d0a3b5d492c1aa
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