Cleanup: style, pep8
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29182dd570
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@ -155,7 +155,7 @@ class DATA_PT_lightprobe_display(DataButtonsPanel, Panel):
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col = layout.column()
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if probe.type != "PLANAR":
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if probe.type != 'PLANAR':
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col.prop(probe, "data_draw_size", text="Size")
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else:
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col.prop(ob, "empty_draw_size", text="Arrow Size")
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@ -198,14 +198,14 @@ class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
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layout.prop(mat, "blend_method")
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if mat.blend_method != "OPAQUE":
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if mat.blend_method != 'OPAQUE':
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layout.prop(mat, "transparent_shadow_method")
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row = layout.row()
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row.active = ((mat.blend_method == "CLIP") or (mat.transparent_shadow_method == "CLIP"))
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row.active = ((mat.blend_method == 'CLIP') or (mat.transparent_shadow_method == 'CLIP'))
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row.prop(mat, "alpha_threshold")
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if mat.blend_method not in {"OPAQUE", "CLIP", "HASHED"}:
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if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
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layout.prop(mat, "show_transparent_backside")
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layout.prop(mat, "use_screen_refraction")
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@ -1738,7 +1738,6 @@ class PARTICLE_PT_force_fields_type1(ParticleButtonsPanel, Panel):
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basic_force_field_settings_ui(self, context, part.force_field_1)
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class PARTICLE_PT_force_fields_type2(ParticleButtonsPanel, Panel):
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bl_label = "Type 2"
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bl_parent_id = "PARTICLE_PT_force_fields"
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@ -1770,14 +1769,12 @@ class PARTICLE_PT_force_fields_type1_falloff(ParticleButtonsPanel, Panel):
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basic_force_field_falloff_ui(self, context, part.force_field_1)
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class PARTICLE_PT_force_fields_type2_falloff(ParticleButtonsPanel, Panel):
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bl_label = "Falloff"
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bl_options = {'DEFAULT_CLOSED'}
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bl_parent_id = "PARTICLE_PT_force_fields_type2"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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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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@ -280,7 +280,6 @@ def basic_force_field_settings_ui(self, context, field):
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if field.type == 'FORCE':
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col.prop(field, "use_gravity_falloff", text="Gravitation")
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col.prop(field, "apply_to_location", text="Affect Location")
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col.prop(field, "apply_to_rotation", text="Affect Rotation")
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col.prop(field, "use_absorption")
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@ -38,7 +38,7 @@ class OUTLINER_HT_header(Header):
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layout.prop(space, "display_mode", icon_only=True)
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if display_mode in {'VIEW_LAYER'}:
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layout.operator("outliner.collection_new", text="", icon="GROUP").nested = True
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layout.operator("outliner.collection_new", text="", icon='GROUP').nested = True
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layout.separator_spacer()
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@ -2646,7 +2646,7 @@ class VIEW3D_MT_edit_mesh_specials(Menu):
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layout.operator("mesh.merge", text="Merge Vertices...")
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layout.operator("mesh.remove_doubles", text="Remove Double Vertices")
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layout.operator("mesh.dissolve_verts")
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layout.operator("mesh.delete", text="Delete Vertices").type = "VERT"
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layout.operator("mesh.delete", text="Delete Vertices").type = 'VERT'
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# Edge Select Commands
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if select_mode[1]:
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@ -2657,7 +2657,7 @@ class VIEW3D_MT_edit_mesh_specials(Menu):
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layout.separator()
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layout.operator("mesh.dissolve_edges")
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layout.operator("mesh.delete", text="Delete Edges").type = "EDGE"
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layout.operator("mesh.delete", text="Delete Edges").type = 'EDGE'
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# Face Select Commands
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if select_mode[2]:
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@ -2687,7 +2687,7 @@ class VIEW3D_MT_edit_mesh_specials(Menu):
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layout.separator()
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layout.operator("mesh.dissolve_faces")
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layout.operator("mesh.delete", text="Delete Faces").type = "FACE"
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layout.operator("mesh.delete", text="Delete Faces").type = 'FACE'
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# General Mesh Commands
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@ -3785,7 +3785,7 @@ class VIEW3D_PT_overlay(Panel):
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#sub.prop(overlay, "show_onion_skins")
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sub.prop(overlay, "show_face_orientation")
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sub.prop(overlay, "show_backface_culling")
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if shading.type == "MATERIAL":
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if shading.type == 'MATERIAL':
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sub.prop(overlay, "show_look_dev")
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row = col.row()
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@ -4030,9 +4030,9 @@ class VIEW3D_PT_overlay_paint(Panel):
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def draw_header(self, context):
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layout = self.layout
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layout.label(text={
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"PAINT_TEXTURE": "Texture Paint",
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"PAINT_VERTEX": "Vertex Paint",
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"PAINT_WEIGHT": "Weight Paint",
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'PAINT_TEXTURE': "Texture Paint",
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'PAINT_VERTEX': "Vertex Paint",
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'PAINT_WEIGHT': "Weight Paint",
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}[context.mode])
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def draw(self, context):
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@ -4044,11 +4044,10 @@ class VIEW3D_PT_overlay_paint(Panel):
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col = layout.column()
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col.active = display_all
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col.prop(overlay, {
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"PAINT_TEXTURE": "texture_paint_mode_opacity",
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"PAINT_VERTEX": "vertex_paint_mode_opacity",
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"PAINT_WEIGHT": "weight_paint_mode_opacity",
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'PAINT_TEXTURE': "texture_paint_mode_opacity",
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'PAINT_VERTEX': "vertex_paint_mode_opacity",
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'PAINT_WEIGHT': "weight_paint_mode_opacity",
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}[context.mode], text="Opacity")
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if context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX'}:
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