- 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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@@ -316,7 +316,7 @@ class IMAGE_HT_header(bpy.types.Header):
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row.prop(toolsettings, "snap_element", text="", icon_only=True)
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# mesh = context.edit_object.data
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# row.prop_search(mesh, "active_uv_layer", mesh, "uv_textures")
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# row.prop_search_self(mesh, "active", "uv_textures")
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if ima:
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# layers
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