[Bf-blender-cvs] [d6b5743] master: UI: move sharp/smooth out of vertex menu

Campbell Barton noreply at git.blender.org
Sun May 10 07:26:21 CEST 2015


Commit: d6b57436efad545347b4403610dd3af642d4378d
Author: Campbell Barton
Date:   Sun May 10 15:06:44 2015 +1000
Branches: master
https://developer.blender.org/rBd6b57436efad545347b4403610dd3af642d4378d

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.

===================================================================

M	release/scripts/startup/bl_ui/space_view3d.py

===================================================================

diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 59fc369..02acb82 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -2277,13 +2277,6 @@ class VIEW3D_MT_edit_mesh_vertices(Menu):
 
         layout.separator()
 
-        op = layout.operator("mesh.mark_sharp", text="Shade Smooth")
-        op.use_verts = True
-        op.clear = True
-        layout.operator("mesh.mark_sharp", text="Shade Sharp").use_verts = True
-
-        layout.separator()
-
         layout.operator("mesh.bevel").vertex_only = True
         layout.operator("mesh.convex_hull")
         layout.operator("mesh.vertices_smooth")
@@ -2306,6 +2299,8 @@ class VIEW3D_MT_edit_mesh_edges(Menu):
     def draw(self, context):
         layout = self.layout
 
+        toolsettings = context.tool_settings
+
         with_freestyle = bpy.app.build_options.freestyle
 
         layout.operator_context = 'INVOKE_REGION_WIN'
@@ -2326,8 +2321,16 @@ class VIEW3D_MT_edit_mesh_edges(Menu):
 
         layout.separator()
 
-        layout.operator("mesh.mark_sharp")
-        layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
+        if not toolsettings.mesh_select_mode[0]:
+            # edge mode
+            layout.operator("mesh.mark_sharp")
+            layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
+        else:
+            # vert mode
+            layout.operator("mesh.mark_sharp").use_verts = True
+            props = layout.operator("mesh.mark_sharp", text="Clear Sharp")
+            props.use_verts = True
+            props.clear = True
 
         layout.separator()




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