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May 26, 2021 at 22:04 answer added Secrop timeline score: 2
May 26, 2021 at 22:02 comment added Secrop Is it not working for you? (well i assume that your panel is then all the code that you posted!).
May 26, 2021 at 15:23 comment added Sam Hanks Secrop, thanks for the education, It's a lot to take in I've much to learn. Can't find a Shader Editor N Panel script example to study. Thanks again for your Skill and Time.
May 26, 2021 at 0:17 comment added Secrop Your panels are registered to a specific space (no big changes in the API), the difference is that in new versions of blender, the entries in the menu are splitted into different contexts (all types of node systems, uv and image), thought the editores are of the same space_type. Your panel, for example might not be needed for geometry_nodes, but you still have to register it to the Node_Editor, which alone will show in all node types areas. Btw, bl_category is the name in the tab, bl_label will be the title of your panel.
May 25, 2021 at 21:50 comment added Sam Hanks Wow really, So what is the point of "bl_space_type"" my script will make a N panel in 3D View if it's set like bl_space_type = 'VIEW_3D' The API Manual said bl_space_type is "NODE_EDITOR" I would think that all panels would work in any Pain with a N panel
May 25, 2021 at 21:31 comment added Secrop Shader Editor is a NODE_EDITOR set to work with ShaderNodeTrees. If your panel is to show only in the Shader Editor, then you need to do that check in the poll function (context.space_data.tree_type == 'ShaderNodeTree').
S May 25, 2021 at 21:04 history suggested RPaladin CC BY-SA 4.0
Improved grammer, synax, professionalism, etc.
May 25, 2021 at 20:26 review Suggested edits
S May 25, 2021 at 21:04
May 25, 2021 at 20:11 history asked Sam Hanks CC BY-SA 4.0