[Bf-blender-cvs] [322abb2e4b5] master: Geometry Nodes: Use alphabetical order for UV nodes in add menu

Hans Goudey noreply at git.blender.org
Tue Jul 5 06:54:15 CEST 2022


Commit: 322abb2e4b5ca145d854284159e198556d03a6c7
Author: Hans Goudey
Date:   Mon Jul 4 23:54:06 2022 -0500
Branches: master
https://developer.blender.org/rB322abb2e4b5ca145d854284159e198556d03a6c7

Geometry Nodes: Use alphabetical order for UV nodes in add menu

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

M	release/scripts/startup/nodeitems_builtins.py

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

diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 21bb3d01616..3f49fb9fb58 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -164,8 +164,8 @@ def uv_node_items(context):
     space = context.space_data
     if not space:
         return
-    yield NodeItem("GeometryNodeUVUnwrap")
     yield NodeItem("GeometryNodeUVPackIslands")
+    yield NodeItem("GeometryNodeUVUnwrap")
 
 
 # Custom Menu for Geometry Node Input Nodes.
@@ -665,7 +665,6 @@ geometry_node_categories = [
         NodeItem("GeometryNodeCurvePrimitiveBezierSegment"),
     ]),
     GeometryNodeCategory("GEO_GEOMETRY", "Geometry", items=geometry_node_items),
-    GeometryNodeCategory("GEO_UV", "UV", items=uv_node_items),
     GeometryNodeCategory("GEO_INPUT", "Input", items=geometry_input_node_items),
     GeometryNodeCategory("GEO_INSTANCE", "Instances", items=geometry_instance_node_items),
     GeometryNodeCategory("GEO_MATERIAL", "Material", items=geometry_material_node_items),
@@ -721,6 +720,7 @@ geometry_node_categories = [
         NodeItem("FunctionNodeRandomValue"),
         NodeItem("FunctionNodeAlignEulerToVector"),
     ]),
+    GeometryNodeCategory("GEO_UV", "UV", items=uv_node_items),
     GeometryNodeCategory("GEO_VECTOR", "Vector", items=[
         NodeItem("ShaderNodeVectorCurve"),
         NodeItem("ShaderNodeSeparateXYZ"),



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