[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,



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