[Bf-docboard-svn] bf-manual: [9781] trunk/blender_docs/manual: Cleanup: Use enum syntax for menu items
Aaron Carlisle
noreply at blender.org
Thu Dec 8 19:37:22 CET 2022
Revision: 9781
https://developer.blender.org/rBM9781
Author: Blendify
Date: 2022-12-08 19:37:22 +0100 (Thu, 08 Dec 2022)
Log Message:
-----------
Cleanup: Use enum syntax for menu items
Modified Paths:
--------------
trunk/blender_docs/manual/editors/uv/selecting.rst
trunk/blender_docs/manual/modeling/meshes/editing/edge/bridge_edge_loops.rst
trunk/blender_docs/manual/modeling/meshes/editing/edge/subdivide.rst
trunk/blender_docs/manual/modeling/meshes/editing/face/intersect_knife.rst
trunk/blender_docs/manual/modeling/meshes/editing/face/poke_faces.rst
trunk/blender_docs/manual/physics/cloth/settings/physical_properties.rst
trunk/blender_docs/manual/sculpt_paint/sculpting/tool_settings/dyntopo.rst
Modified: trunk/blender_docs/manual/editors/uv/selecting.rst
===================================================================
--- trunk/blender_docs/manual/editors/uv/selecting.rst 2022-12-08 18:15:14 UTC (rev 9780)
+++ trunk/blender_docs/manual/editors/uv/selecting.rst 2022-12-08 18:37:22 UTC (rev 9781)
@@ -35,14 +35,10 @@
Sync Selection Off
------------------
-Vertex
- Select individual vertices.
-Edge
- Select edges.
-Face
- Select faces.
-Island
- Select contiguous groups of faces.
+:Vertex: Select individual vertices.
+:Edge: Select edges.
+:Face: Select faces.
+:Island: Select contiguous groups of faces.
Sync Selection On
@@ -51,12 +47,9 @@
When selecting UVs or Edges, it behaves like the *Shared Vertex* option of the *Sticky Selection Mode*.
When selecting Faces, it behaves like the *Disabled* option of the *Sticky Selection Mode*.
-Vertex
- Select individual vertices.
-Edge
- Select edges.
-Face
- Select faces.
+:Vertex: Select individual vertices.
+:Edge: Select edges.
+:Face: Select faces.
.. _bpy.types.ToolSettings.uv_sticky_select_mode:
@@ -66,11 +59,11 @@
This selector lets you enable automatic additional selection.
-Shared Vertex
+:Shared Vertex:
Selects UVs that share a mesh vertex, even if they are in different UV locations.
-Shared Location
+:Shared Location:
Selects UVs that are in the same UV location and share a mesh vertex.
-Disabled
+:Disabled:
Disables Sticky Selection.
When you move a UV in this mode, each face owns its own UVs, allowing them to be separated.
Modified: trunk/blender_docs/manual/modeling/meshes/editing/edge/bridge_edge_loops.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/editing/edge/bridge_edge_loops.rst 2022-12-08 18:15:14 UTC (rev 9780)
+++ trunk/blender_docs/manual/modeling/meshes/editing/edge/bridge_edge_loops.rst 2022-12-08 18:37:22 UTC (rev 9781)
@@ -13,12 +13,9 @@
*Bridge Edge Loops* connects multiple edge loops with faces.
Connect Loops
- Open Loop
- Loops connected with open ends.
- Closed Loop
- Tries to connect to a circular loop (where the start and end are merged).
- Loop Pairs
- Connects each even count of loops individually.
+ :Open Loop: Loops connected with open ends.
+ :Closed Loop: Tries to connect to a circular loop (where the start and end are merged).
+ :Loop Pairs: Connects each even count of loops individually.
Merge
Merges edge loops rather than creating a new face.
Merge Factor
Modified: trunk/blender_docs/manual/modeling/meshes/editing/edge/subdivide.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/editing/edge/subdivide.rst 2022-12-08 18:15:14 UTC (rev 9780)
+++ trunk/blender_docs/manual/modeling/meshes/editing/edge/subdivide.rst 2022-12-08 18:37:22 UTC (rev 9781)
@@ -74,19 +74,19 @@
Quad Corner Type
Controls the way quads with only two adjacent selected edges are subdivided.
- Fan
+ :Fan:
The quad is subdivided in a fan of four triangles,
the common vertex being the one opposite to the selected edges.
- Inner Vertices
+ :Inner Vertices:
The selected edges are subdivided, then an edge is created between
the two new vertices, creating a small triangle.
This edge is also subdivided,
and the "inner vertex" thus created is linked by another edge to the one opposite
to the original selected edges. All this results in a quad subdivided in a triangle and two quads.
- Path
+ :Path:
First an edge is created between the two opposite ends of the selected edges,
dividing the quad in two triangles. Then, the same goes for the involved triangle as described above.
- Straight Cut
+ :Straight Cut:
The selected edges are subdivided, then an edge is created between
the two new vertices, creating a small triangle and n-gon.
Modified: trunk/blender_docs/manual/modeling/meshes/editing/face/intersect_knife.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/editing/face/intersect_knife.rst 2022-12-08 18:15:14 UTC (rev 9780)
+++ trunk/blender_docs/manual/modeling/meshes/editing/face/intersect_knife.rst 2022-12-08 18:37:22 UTC (rev 9781)
@@ -14,23 +14,18 @@
Faces are split along the intersections, leaving new edges selected.
Source
- Self Intersect
- Operate on the overlapping geometry of the mesh.
- Selected/Unselected
- Operate between the selected and unselected geometry.
+ :Self Intersect: Operate on the overlapping geometry of the mesh.
+ :Selected/Unselected: Operate between the selected and unselected geometry.
Separate Mode
- All
- Splits the geometry at the new edge.
- Cut
- Keep each side of the intersection separate without splitting the faces in half.
- Merge
- Merge all the geometry from the intersection.
+ :All: Splits the geometry at the new edge.
+ :Cut: Keep each side of the intersection separate without splitting the faces in half.
+ :Merge: Merge all the geometry from the intersection.
Solver
Algorithm used to calculate the intersections.
- Fast
+ :Fast:
Uses a mathematically simple solver which offers the best performance;
however, this solver lacks support for overlapping geometry.
@@ -44,7 +39,7 @@
A threshold approaching the size of faces may cause very slow calculation,
in general keep this value small.
- Exact
+ :Exact:
Uses a mathematically complex solver which offers the best results
and has full support for overlapping geometry;
however, this solver is much slower than the *Fast Solver*.
Modified: trunk/blender_docs/manual/modeling/meshes/editing/face/poke_faces.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/editing/face/poke_faces.rst 2022-12-08 18:15:14 UTC (rev 9780)
+++ trunk/blender_docs/manual/modeling/meshes/editing/face/poke_faces.rst 2022-12-08 18:37:22 UTC (rev 9781)
@@ -20,9 +20,6 @@
Poke Center
Computes the center of a face.
- Weighted Mean
- Using the mean average weighted by edge length.
- Mean
- Using the mean average.
- Bounds
- Uses center of bounding box.
+ :Weighted Mean: Using the mean average weighted by edge length.
+ :Mean: Using the mean average.
+ :Bounds: Uses center of bounding box.
Modified: trunk/blender_docs/manual/physics/cloth/settings/physical_properties.rst
===================================================================
--- trunk/blender_docs/manual/physics/cloth/settings/physical_properties.rst 2022-12-08 18:15:14 UTC (rev 9780)
+++ trunk/blender_docs/manual/physics/cloth/settings/physical_properties.rst 2022-12-08 18:37:22 UTC (rev 9781)
@@ -13,10 +13,8 @@
Air Viscosity
Air has some thickness which slows falling things down.
Bending Model
- Linear
- Cloth model with linear bending springs (old).
- Angular
- Cloth model with angular bending springs.
+ :Linear: Cloth model with linear bending springs (old).
+ :Angular: Cloth model with angular bending springs.
Stiffness
Modified: trunk/blender_docs/manual/sculpt_paint/sculpting/tool_settings/dyntopo.rst
===================================================================
--- trunk/blender_docs/manual/sculpt_paint/sculpting/tool_settings/dyntopo.rst 2022-12-08 18:15:14 UTC (rev 9780)
+++ trunk/blender_docs/manual/sculpt_paint/sculpting/tool_settings/dyntopo.rst 2022-12-08 18:37:22 UTC (rev 9781)
@@ -36,13 +36,13 @@
Refine Method
Setting the option will determine which of the methods will be used when altering the topology.
- Subdivide Edges
+ :Subdivide Edges:
Just like the Subdivide tool, this method will only subdivide topology
to match the detail given.
- Collapse Edges
+ :Collapse Edges:
When topology is too dense, and is smaller than the detail given, edges will
be collapsed to fit the detail size appropriately.
- Subdivide Collapse
+ :Subdivide Collapse:
This method combines the two methods, subdividing edges smaller than
the detail size, and collapsing topology.
@@ -51,13 +51,13 @@
Detailing
Dyntopo uses three different detail methods to create dynamic detail to an object.
- Relative Detail
+ :Relative Detail:
This method uses a detail size based on the number of pixels, and in turn
will create topology in that size. Zoom out big details, zoom in small fine details.
- Constant Detail
+ :Constant Detail:
To keep detail uniform across the entire object, Constant Detail can be used.
The Detail is based on the percentage of a single unit.
- Brush Detail
+ :Brush Detail:
Giving more control over the topology, with this method you can create topology
based on the brush size. You can increase and lower topology by resizing the brush itself.
The detail size is based the size of the brush itself,
More information about the Bf-docboard-svn
mailing list