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