UI: add dedicated icon IDs for decorators, tool settings, shaderfx, overlays.
The preset and decorator icons were updated to be monochrome and draw in the same color as text. Other icons are unchanged, having them as separate icon IDs prepares for an artist to make them.
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release/datafiles/blender_icons16/icon16_decorate.dat
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release/datafiles/blender_icons16/icon16_decorate.dat
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release/datafiles/blender_icons16/icon16_decorate_animate.dat
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release/datafiles/blender_icons16/icon16_decorate_animate.dat
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release/datafiles/blender_icons16/icon16_decorate_driver.dat
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release/datafiles/blender_icons16/icon16_decorate_driver.dat
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release/datafiles/blender_icons16/icon16_decorate_keyframe.dat
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release/datafiles/blender_icons16/icon16_decorate_keyframe.dat
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release/datafiles/blender_icons16/icon16_decorate_linked.dat
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release/datafiles/blender_icons16/icon16_decorate_linked.dat
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release/datafiles/blender_icons16/icon16_decorate_locked.dat
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release/datafiles/blender_icons16/icon16_decorate_locked.dat
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release/datafiles/blender_icons16/icon16_decorate_override.dat
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release/datafiles/blender_icons16/icon16_decorate_override.dat
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release/datafiles/blender_icons16/icon16_decorate_unlocked.dat
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release/datafiles/blender_icons16/icon16_decorate_unlocked.dat
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release/datafiles/blender_icons16/icon16_overlay.dat
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release/datafiles/blender_icons16/icon16_overlay.dat
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release/datafiles/blender_icons16/icon16_shaderfx.dat
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release/datafiles/blender_icons16/icon16_shaderfx.dat
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release/datafiles/blender_icons16/icon16_tool_settings.dat
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release/datafiles/blender_icons16/icon16_tool_settings.dat
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release/datafiles/blender_icons32/icon32_decorate.dat
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release/datafiles/blender_icons32/icon32_decorate.dat
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release/datafiles/blender_icons32/icon32_decorate_animate.dat
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release/datafiles/blender_icons32/icon32_decorate_animate.dat
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release/datafiles/blender_icons32/icon32_decorate_driver.dat
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release/datafiles/blender_icons32/icon32_decorate_driver.dat
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release/datafiles/blender_icons32/icon32_decorate_keyframe.dat
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release/datafiles/blender_icons32/icon32_decorate_keyframe.dat
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release/datafiles/blender_icons32/icon32_decorate_linked.dat
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release/datafiles/blender_icons32/icon32_decorate_linked.dat
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release/datafiles/blender_icons32/icon32_decorate_locked.dat
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release/datafiles/blender_icons32/icon32_decorate_locked.dat
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release/datafiles/blender_icons32/icon32_decorate_override.dat
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release/datafiles/blender_icons32/icon32_decorate_override.dat
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release/datafiles/blender_icons32/icon32_decorate_unlocked.dat
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release/datafiles/blender_icons32/icon32_decorate_unlocked.dat
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release/datafiles/blender_icons32/icon32_overlay.dat
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release/datafiles/blender_icons32/icon32_overlay.dat
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release/datafiles/blender_icons32/icon32_shaderfx.dat
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release/datafiles/blender_icons32/icon32_shaderfx.dat
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release/datafiles/blender_icons32/icon32_tool_settings.dat
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release/datafiles/blender_icons32/icon32_tool_settings.dat
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@ -232,7 +232,7 @@ class VIEW3D_HT_header(Header):
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)
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row = layout.row(align=True)
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row.prop(overlay, "show_overlays", icon='WIRE', text="")
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row.prop(overlay, "show_overlays", icon='OVERLAY', text="")
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sub = row.row(align=True)
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sub.active = overlay.show_overlays
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sub.popover(panel="VIEW3D_PT_overlay")
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@ -113,7 +113,9 @@ DEF_ICON(FILE_TICK)
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DEF_ICON(QUIT)
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DEF_ICON(URL)
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DEF_ICON(RECOVER_LAST)
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DEF_ICON(PRESET)
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#ifndef DEF_ICON_BLANK_SKIP
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DEF_ICON(BLANK030)
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#endif
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DEF_ICON(FULLSCREEN_ENTER)
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DEF_ICON(FULLSCREEN_EXIT)
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DEF_ICON(BLANK1) // Not actually blank - this is used all over the place
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@ -133,9 +135,9 @@ DEF_ICON(PARTICLES)
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DEF_ICON(PHYSICS)
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DEF_ICON(SPEAKER)
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DEF_ICON(TEXTURE_SHADED)
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DEF_ICON(TOOL_SETTINGS)
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DEF_ICON(SHADERFX)
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#ifndef DEF_ICON_BLANK_SKIP
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DEF_ICON(BLANK042)
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DEF_ICON(BLANK043)
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DEF_ICON(BLANK044)
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DEF_ICON(BLANK045)
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DEF_ICON(BLANK046)
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@ -275,19 +277,22 @@ DEF_ICON(MOUSE_MOVE)
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DEF_ICON(MOUSE_LMB_DRAG)
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DEF_ICON(MOUSE_MMB_DRAG)
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DEF_ICON(MOUSE_RMB_DRAG)
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#ifndef DEF_ICON_BLANK_SKIP
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DEF_ICON(BLANK099)
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DEF_ICON(BLANK100)
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#endif
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DEF_ICON(PRESET)
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#ifndef DEF_ICON_BLANK_SKIP
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DEF_ICON(BLANK101)
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DEF_ICON(BLANK102)
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DEF_ICON(BLANK103)
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DEF_ICON(BLANK104)
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DEF_ICON(BLANK105)
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DEF_ICON(BLANK106)
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DEF_ICON(BLANK107)
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DEF_ICON(BLANK108)
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DEF_ICON(BLANK109)
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#endif
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DEF_ICON(DECORATE)
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DEF_ICON(DECORATE_KEYFRAME)
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DEF_ICON(DECORATE_ANIMATE)
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DEF_ICON(DECORATE_DRIVER)
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DEF_ICON(DECORATE_LINKED)
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DEF_ICON(DECORATE_OVERRIDE)
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DEF_ICON(DECORATE_UNLOCKED)
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DEF_ICON(DECORATE_LOCKED)
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#ifndef DEF_ICON_BLANK_SKIP
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DEF_ICON(BLANK110)
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DEF_ICON(BLANK111)
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DEF_ICON(BLANK112)
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@ -759,9 +764,7 @@ DEF_ICON(WIRE)
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DEF_ICON(SOLID)
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DEF_ICON(SMOOTH)
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DEF_ICON(POTATO)
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#ifndef DEF_ICON_BLANK_SKIP
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DEF_ICON(BLANK248)
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#endif
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DEF_ICON(OVERLAY)
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DEF_ICON(ORTHO)
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#ifndef DEF_ICON_BLANK_SKIP
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DEF_ICON(BLANK249)
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@ -108,19 +108,19 @@ void ui_but_anim_decorate_update_from_flag(uiBut *but)
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BLI_assert(UI_but_is_decorator(but) && but->prev);
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int flag = but->prev->flag;
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if (flag & UI_BUT_DRIVEN) {
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but->icon = ICON_AUTO;
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but->icon = ICON_DECORATE_DRIVER;
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}
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else if (flag & UI_BUT_ANIMATED_KEY) {
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but->icon = ICON_SPACE2;
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but->icon = ICON_DECORATE_KEYFRAME;
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}
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else if (flag & UI_BUT_ANIMATED) {
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but->icon = ICON_SPACE3;
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but->icon = ICON_DECORATE_ANIMATE;
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}
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else if (flag & UI_BUT_OVERRIDEN) {
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but->icon = ICON_LIBRARY_DATA_OVERRIDE;
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but->icon = ICON_DECORATE_OVERRIDE;
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}
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else {
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but->icon = ICON_DOT;
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but->icon = ICON_DECORATE;
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}
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const int flag_copy = (UI_BUT_DISABLED | UI_BUT_INACTIVE);
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@ -938,6 +938,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
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colsub = uiLayoutColumn(split, true);
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uiItemR(colsub, ptr, "location", 0, NULL, ICON_NONE);
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colsub = uiLayoutColumn(split, true);
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uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
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uiItemL(colsub, "", ICON_NONE);
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uiItemR(colsub, ptr, "lock_location", UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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@ -948,6 +949,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
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colsub = uiLayoutColumn(split, true);
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uiItemR(colsub, ptr, "rotation_quaternion", 0, IFACE_("Rotation"), ICON_NONE);
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colsub = uiLayoutColumn(split, true);
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uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
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uiItemR(colsub, ptr, "lock_rotations_4d", UI_ITEM_R_TOGGLE, IFACE_("4L"), ICON_NONE);
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if (RNA_boolean_get(ptr, "lock_rotations_4d"))
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uiItemR(colsub, ptr, "lock_rotation_w", UI_ITEM_R_TOGGLE + UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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@ -959,6 +961,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
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colsub = uiLayoutColumn(split, true);
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uiItemR(colsub, ptr, "rotation_axis_angle", 0, IFACE_("Rotation"), ICON_NONE);
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colsub = uiLayoutColumn(split, true);
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uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
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uiItemR(colsub, ptr, "lock_rotations_4d", UI_ITEM_R_TOGGLE, IFACE_("4L"), ICON_NONE);
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if (RNA_boolean_get(ptr, "lock_rotations_4d"))
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uiItemR(colsub, ptr, "lock_rotation_w", UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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@ -970,6 +973,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
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colsub = uiLayoutColumn(split, true);
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uiItemR(colsub, ptr, "rotation_euler", 0, IFACE_("Rotation"), ICON_NONE);
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colsub = uiLayoutColumn(split, true);
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uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
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uiItemL(colsub, "", ICON_NONE);
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uiItemR(colsub, ptr, "lock_rotation", UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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break;
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@ -980,6 +984,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
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colsub = uiLayoutColumn(split, true);
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uiItemR(colsub, ptr, "scale", 0, NULL, ICON_NONE);
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colsub = uiLayoutColumn(split, true);
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uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
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uiItemL(colsub, "", ICON_NONE);
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uiItemR(colsub, ptr, "lock_scale", UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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@ -273,7 +273,7 @@ const EnumPropertyItem rna_enum_clip_editor_mode_items[] = {
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/* Actually populated dynamically trough a function, but helps for context-less access (e.g. doc, i18n...). */
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static const EnumPropertyItem buttons_context_items[] = {
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{BCONTEXT_TOOL, "TOOL", ICON_PREFERENCES, "Tool", "Tool settings"},
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{BCONTEXT_TOOL, "TOOL", ICON_TOOL_SETTINGS, "Tool", "Tool settings"},
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{BCONTEXT_SCENE, "SCENE", ICON_SCENE_DATA, "Scene", "Scene"},
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{BCONTEXT_RENDER, "RENDER", ICON_SCENE, "Render", "Render"},
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{BCONTEXT_VIEW_LAYER, "VIEW_LAYER", ICON_RENDER_RESULT, "View Layer", "View layer"},
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@ -288,7 +288,7 @@ static const EnumPropertyItem buttons_context_items[] = {
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{BCONTEXT_TEXTURE, "TEXTURE", ICON_TEXTURE, "Texture", "Texture"},
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{BCONTEXT_PARTICLE, "PARTICLES", ICON_PARTICLES, "Particles", "Particle"},
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{BCONTEXT_PHYSICS, "PHYSICS", ICON_PHYSICS, "Physics", "Physics"},
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{BCONTEXT_SHADERFX, "SHADERFX", ICON_SOLO_ON, "Effects", "Object visual effects" },
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{BCONTEXT_SHADERFX, "SHADERFX", ICON_SHADERFX, "Effects", "Object visual effects" },
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{0, NULL, 0, NULL, NULL}
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};
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