Oops, include file belonging to previous commit...
Plus: moved particle interaction and effect buttons back to a single Object context. The proposed solution (sub context) has workflow issues, (adds another click (no hotkey) to view settings) whilst almost all Object buttons nicely fit in single view still. This was on todo since first particle commit, actually the idea was to move particle related issues to a special sub-context, but leave the effects themselves in the Object main menu. Splitting off Particles from the Effect system isn't in the scope of what is feasible now. Also note; the current panel 'particle interaction' actually should be a generic 'forces and collision' panel, since it's also relevant for soft body feature (WIP)... that can be changed later.
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@@ -554,9 +554,6 @@ void buts_buttons(void)
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break;
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case CONTEXT_OBJECT:
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uiBlockBeginAlign(block);
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uiDefIconButC(block, ROW, B_REDR, ICON_OBJECT, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_OBJECT]), 1.0, (float)TAB_OBJECT_OBJECT, 0, 0, "Object ");
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uiDefIconButC(block, ROW, B_REDR, ICON_EFFECTS, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_OBJECT]), 1.0, (float)TAB_OBJECT_EFFECTS, 0, 0, "Effects");
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break;
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case CONTEXT_SHADING:
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