forked from bartvdbraak/blender
UI: move sharp/smooth out of vertex menu
Was confusing to have shade smooth/soft in both edge & vertex menu named differently. This is an edge-flag, so keep in the edge-menu, use vertex option when in vertex mode.
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@ -2277,13 +2277,6 @@ class VIEW3D_MT_edit_mesh_vertices(Menu):
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layout.separator()
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layout.separator()
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op = layout.operator("mesh.mark_sharp", text="Shade Smooth")
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op.use_verts = True
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op.clear = True
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layout.operator("mesh.mark_sharp", text="Shade Sharp").use_verts = True
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layout.separator()
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layout.operator("mesh.bevel").vertex_only = True
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layout.operator("mesh.bevel").vertex_only = True
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layout.operator("mesh.convex_hull")
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layout.operator("mesh.convex_hull")
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layout.operator("mesh.vertices_smooth")
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layout.operator("mesh.vertices_smooth")
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@ -2306,6 +2299,8 @@ class VIEW3D_MT_edit_mesh_edges(Menu):
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def draw(self, context):
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def draw(self, context):
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layout = self.layout
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layout = self.layout
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toolsettings = context.tool_settings
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with_freestyle = bpy.app.build_options.freestyle
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with_freestyle = bpy.app.build_options.freestyle
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layout.operator_context = 'INVOKE_REGION_WIN'
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layout.operator_context = 'INVOKE_REGION_WIN'
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@ -2326,8 +2321,16 @@ class VIEW3D_MT_edit_mesh_edges(Menu):
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layout.separator()
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layout.separator()
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if not toolsettings.mesh_select_mode[0]:
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# edge mode
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layout.operator("mesh.mark_sharp")
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layout.operator("mesh.mark_sharp")
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layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
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layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
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else:
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# vert mode
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layout.operator("mesh.mark_sharp").use_verts = True
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props = layout.operator("mesh.mark_sharp", text="Clear Sharp")
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props.use_verts = True
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props.clear = True
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layout.separator()
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layout.separator()
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