#}
if mat.SR_data.shader == 'invisible': flags |= 0x10
if mat.SR_data.shader == 'boundary': flags |= (0x10|0x20)
+ if mat.SR_data.shader == 'walking': flags |= (0x10|0x80)
#}
m.flags = flags
m.colour[2] = pow( mat.SR_data.tint[2], 1.0/2.2 )
m.colour[3] = pow( mat.SR_data.tint[3], 1.0/2.2 )
#}
+
+ if mat.SR_data.shader == 'walking':#{
+ m.shader = 9
+ #}
if mat.SR_data.shader in ['standard', 'standard_cutout', 'terrain_blend', \
'vertex_blend', 'fxglow', 'cubemap' ]: #{
row = box.row()
if (active_mat.SR_data.shader != 'invisible') and \
- (active_mat.SR_data.shader != 'boundary'):#{
+ (active_mat.SR_data.shader != 'boundary') and \
+ (active_mat.SR_data.shader != 'walking'):#{
row.prop( active_mat.SR_data, "skate_surface" )
row.prop( active_mat.SR_data, "grind_surface" )
row.prop( active_mat.SR_data, "grow_grass" )
('invisible','Invisible',''),
('boundary','Boundary',''),
('fxglow','FX Glow',''),
- ('cubemap','Cubemap','')
+ ('cubemap','Cubemap',''),
+ ('walking','Walking','')
])
surface_prop: bpy.props.EnumProperty(