- 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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@@ -37,15 +37,6 @@
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#ifdef RNA_RUNTIME
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static void rna_Mesh_uv_texture_add(struct Mesh *me, struct bContext *C)
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{
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ED_mesh_uv_texture_add(C, NULL, NULL, me);
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}
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static void rna_Mesh_vertex_color_add(struct Mesh *me, struct bContext *C)
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{
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ED_mesh_color_add(C, NULL, NULL, me);
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}
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#else
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@@ -68,14 +59,6 @@ void RNA_api_mesh(StructRNA *srna)
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parm= RNA_def_int(func, "faces", 0, 0, INT_MAX, "Number", "Number of faces to add.", 0, INT_MAX);
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RNA_def_property_flag(parm, PROP_REQUIRED);
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func= RNA_def_function(srna, "add_uv_texture", "rna_Mesh_uv_texture_add");
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RNA_def_function_flag(func, FUNC_USE_CONTEXT);
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RNA_def_function_ui_description(func, "Add a UV texture layer to Mesh.");
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func= RNA_def_function(srna, "add_vertex_color", "rna_Mesh_vertex_color_add");
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RNA_def_function_flag(func, FUNC_USE_CONTEXT);
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RNA_def_function_ui_description(func, "Add a vertex color layer to Mesh.");
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func= RNA_def_function(srna, "calc_normals", "ED_mesh_calc_normals");
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RNA_def_function_ui_description(func, "Calculate vertex normals.");
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