Revision: 23944
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23944
Author:   blendix
Date:     2009-10-19 13:00:43 +0200 (Mon, 19 Oct 2009)

Log Message:
-----------
Fix #19633: material & texture didn't use autocomplete for
selecting uv layers yet.

Modified Paths:
--------------
    trunk/blender/release/scripts/ui/buttons_material.py
    trunk/blender/release/scripts/ui/buttons_texture.py

Modified: trunk/blender/release/scripts/ui/buttons_material.py
===================================================================
--- trunk/blender/release/scripts/ui/buttons_material.py        2009-10-19 
10:49:46 UTC (rev 23943)
+++ trunk/blender/release/scripts/ui/buttons_material.py        2009-10-19 
11:00:43 UTC (rev 23944)
@@ -150,7 +150,9 @@
                col = split.column()
                col.itemL(text="Shading:")
                col.itemR(tan, "width_fade")
-               col.itemR(tan, "uv_layer")
+               ob = context.object
+               if ob and ob.type == 'MESH': col.item_pointerR(tan, "uv_layer", 
ob.data, "uv_textures", text="")
+               else: col.itemR(tan, "uv_layer", text="")
                col.itemS()
                sub = col.column()
                sub.active = (not mat.shadeless)

Modified: trunk/blender/release/scripts/ui/buttons_texture.py
===================================================================
--- trunk/blender/release/scripts/ui/buttons_texture.py 2009-10-19 10:49:46 UTC 
(rev 23943)
+++ trunk/blender/release/scripts/ui/buttons_texture.py 2009-10-19 11:00:43 UTC 
(rev 23944)
@@ -171,7 +171,9 @@
                        elif tex.texture_coordinates == 'UV':
                                split = layout.split(percentage=0.3)
                                split.itemL(text="Layer:")
-                               split.itemR(tex, "uv_layer", text="")
+                               ob = context.object
+                               if ob and ob.type == 'MESH': 
split.item_pointerR(tex, "uv_layer", ob.data, "uv_textures", text="")
+                               else: split.itemR(tex, "uv_layer", text="")
                        elif tex.texture_coordinates == 'OBJECT':
                                split = layout.split(percentage=0.3)
                                split.itemL(text="Object:")


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