== Sequencer ==
Moved N-keys dialog into panel (sub panel of "Scene") _much_ better :) Since UI-code isn't directly my main field of coding, please check thoroughly...
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@@ -436,6 +436,14 @@ static uiBlock *buts_view_scenemenu(void *arg_unused)
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uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Render|F10",
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0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SCENE]), (float)TAB_SCENE_RENDER, 0.0, 0, 10, "");
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}
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if((G.buts->mainb == CONTEXT_SCENE) && (G.buts->tab[CONTEXT_SCENE]==TAB_SCENE_SEQUENCER)) {
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uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Sequencer",
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0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SCENE]), (float)TAB_SCENE_SEQUENCER, 0.0, 0, 10, "");
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} else {
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uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Sequencer",
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0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SCENE]), (float)TAB_SCENE_SEQUENCER, 0.0, 0, 10, "");
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}
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if((G.buts->mainb == CONTEXT_SCENE) && (G.buts->tab[CONTEXT_SCENE]==TAB_SCENE_ANIM)) {
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uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Animation",
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@@ -683,6 +691,7 @@ void buts_buttons(void)
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case CONTEXT_SCENE:
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uiBlockBeginAlign(block);
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uiDefIconButC(block, ROW, B_CONTEXT_SWITCH, ICON_SCENE, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SCENE]), 1.0, (float)TAB_SCENE_RENDER, 0, 0, "Render buttons ");
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uiDefIconButC(block, ROW, B_CONTEXT_SWITCH, ICON_SEQUENCE, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SCENE]), 1.0, (float)TAB_SCENE_SEQUENCER, 0, 0, "Sequencer buttons ");
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uiDefIconButC(block, ROW, B_CONTEXT_SWITCH, ICON_ANIM, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SCENE]), 1.0, (float)TAB_SCENE_ANIM, 0, 0, "Anim/playback buttons");
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uiDefIconButC(block, ROW, B_CONTEXT_SWITCH, ICON_SOUND, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SCENE]), 1.0, (float)TAB_SCENE_SOUND, 0, 0, "Sound block buttons");
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