bug reported by Eloy Felix over email
Apparently there are some files that will perform better with "use_occlusion_culling" off.
For now the UI option can return.
Technically this could make into 2.67a, but the string is not localized (it'll be in English).
Not sure what is more important here:
- consistent UI OR to expose in the UI an option some people need
gs = context.scene.game_settings
gs = context.scene.game_settings
- layout.prop(gs, "physics_engine")
+ layout.prop(gs, "physics_engine", text="Engine")
if gs.physics_engine != 'NONE':
if gs.physics_engine != 'NONE':
- col = layout.column()
- col.prop(gs, "physics_gravity", text="Gravity")
- col.prop(gs, "occlusion_culling_resolution", text="Culling Resolution")
+ layout.prop(gs, "physics_gravity", text="Gravity")
sub.prop(gs, "deactivation_angular_threshold", text="Angular Threshold")
sub = col.row()
sub.prop(gs, "deactivation_time", text="Time")
sub.prop(gs, "deactivation_angular_threshold", text="Angular Threshold")
sub = col.row()
sub.prop(gs, "deactivation_time", text="Time")
+
+ col = layout.column()
+ col.prop(gs, "use_occlusion_culling", text="Occlusion Culling")
+ sub = col.column()
+ sub.active = gs.use_occlusion_culling
+ sub.prop(gs, "occlusion_culling_resolution", text="Resolution")
else:
split = layout.split()
else:
split = layout.split()