- move more active properties into their collections:

scene.active_keying_set --> scene.keying_sets.active
  ...same for active_uv_texture. active_vertex_color, active_keyconfig, 

- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
  also have them return the newly created layer and dont set the layer active.

  uvtex = mesh.uv_layers.new(name)
  vcol = mesh.vertex_colors.new(name)
This commit is contained in:
2010-08-23 22:16:45 +00:00
parent 1be4eda552
commit f6c323aa42
35 changed files with 317 additions and 164 deletions

View File

@@ -272,7 +272,7 @@ class DATA_PT_uv_texture(MeshButtonsPanel, bpy.types.Panel):
col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
lay = me.active_uv_texture
lay = me.uv_textures.active
if lay:
layout.prop(lay, "name")
@@ -341,7 +341,7 @@ class DATA_PT_vertex_colors(MeshButtonsPanel, bpy.types.Panel):
col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
lay = me.active_vertex_color
lay = me.vertex_colors.active
if lay:
layout.prop(lay, "name")