Campbell Barton
e8da6131fd
Move copyright text to SPDX-FileCopyrightText or set to the Blender Foundation so "make check_licenses" now runs without warnings.
283 lines
10 KiB
Python
283 lines
10 KiB
Python
# SPDX-FileCopyrightText: 2019-2023 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from .functions import *
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from .operators import *
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from .preferences import *
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# -----------------------------------------------------------------------------
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# menu classes
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class VIEW3D_MT_materialutilities_assign_material(bpy.types.Menu):
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"""Menu for choosing which material should be assigned to current selection"""
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# The menu is filled programmatically with available materials
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bl_idname = "VIEW3D_MT_materialutilities_assign_material"
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bl_label = "Assign Material"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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edit_mode = False
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materials = bpy.data.materials.items()
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bl_id = VIEW3D_OT_materialutilities_assign_material_object.bl_idname
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obj = context.object
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mu_prefs = materialutilities_get_preferences(context)
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if (not obj is None) and obj.mode == 'EDIT':
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bl_id = VIEW3D_OT_materialutilities_assign_material_edit.bl_idname
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edit_mode = True
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if len(materials) > mu_prefs.search_show_limit:
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op = layout.operator(bl_id,
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text = 'Search',
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icon = 'VIEWZOOM')
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op.material_name = ""
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op.new_material = False
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op.show_dialog = True
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if not edit_mode:
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op.override_type = mu_prefs.override_type
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op = layout.operator(bl_id,
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text = "Add New Material",
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icon = 'ADD')
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op.material_name = mu_new_material_name(mu_prefs.new_material_name)
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op.new_material = True
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op.show_dialog = True
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if not edit_mode:
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op.override_type = mu_prefs.override_type
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layout.separator()
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for material_name, material in materials:
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op = layout.operator(bl_id,
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text = material_name,
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icon_value = material.preview.icon_id)
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op.material_name = material_name
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op.new_material = False
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op.show_dialog = False
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if not edit_mode:
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op.override_type = mu_prefs.override_type
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class VIEW3D_MT_materialutilities_clean_slots(bpy.types.Menu):
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"""Menu for cleaning up the material slots"""
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bl_idname = "VIEW3D_MT_materialutilities_clean_slots"
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bl_label = "Clean Slots"
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def draw(self, context):
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layout = self.layout
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layout.label
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layout.operator(VIEW3D_OT_materialutilities_clean_material_slots.bl_idname,
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text = "Clean Material Slots",
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icon = 'X')
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layout.separator()
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layout.operator(VIEW3D_OT_materialutilities_remove_material_slot.bl_idname,
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text = "Remove Active Material Slot",
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icon = 'REMOVE')
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layout.operator(VIEW3D_OT_materialutilities_remove_all_material_slots.bl_idname,
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text = "Remove All Material Slots",
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icon = 'CANCEL')
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class VIEW3D_MT_materialutilities_select_by_material(bpy.types.Menu):
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"""Menu for choosing which material should be used for selection"""
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# The menu is filled programmatically with available materials
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bl_idname = "VIEW3D_MT_materialutilities_select_by_material"
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bl_label = "Select by Material"
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def draw(self, context):
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layout = self.layout
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bl_id = VIEW3D_OT_materialutilities_select_by_material_name.bl_idname
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obj = context.object
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mu_prefs = materialutilities_get_preferences(context)
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layout.label
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if obj is None or obj.mode == 'OBJECT':
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materials = bpy.data.materials.items()
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if len(materials) > mu_prefs.search_show_limit:
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layout.operator(bl_id,
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text = 'Search',
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icon = 'VIEWZOOM'
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).show_dialog = True
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layout.separator()
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#show all used materials in entire blend file
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for material_name, material in materials:
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# There's no point in showing materials with 0 users
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# (It will still show materials with fake user though)
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if material.users > 0:
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op = layout.operator(bl_id,
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text = material_name,
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icon_value = material.preview.icon_id
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)
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op.material_name = material_name
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op.show_dialog = False
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elif obj.mode == 'EDIT':
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objects = context.selected_editable_objects
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materials_added = []
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for obj in objects:
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#show only the materials on this object
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material_slots = obj.material_slots
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for material_slot in material_slots:
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material = material_slot.material
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# Don't add a material that's already in the menu
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if material.name in materials_added:
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continue
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op = layout.operator(bl_id,
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text = material.name,
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icon_value = material.preview.icon_id
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)
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op.material_name = material.name
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op.show_dialog = False
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materials_added.append(material.name)
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class VIEW3D_MT_materialutilities_specials(bpy.types.Menu):
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"""Spcials menu for Material Utilities"""
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bl_idname = "VIEW3D_MT_materialutilities_specials"
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bl_label = "Specials"
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def draw(self, context):
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mu_prefs = materialutilities_get_preferences(context)
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layout = self.layout
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#layout.operator(VIEW3D_OT_materialutilities_set_new_material_name.bl_idname, icon = "SETTINGS")
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#layout.separator()
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layout.operator(MATERIAL_OT_materialutilities_merge_base_names.bl_idname,
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text = "Merge Base Names",
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icon = "GREASEPENCIL")
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layout.operator(MATERIAL_OT_materialutilities_join_objects.bl_idname,
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text = "Join by material",
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icon = "OBJECT_DATAMODE")
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layout.separator()
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op = layout.operator(MATERIAL_OT_materialutilities_auto_smooth_angle.bl_idname,
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text = "Set Auto Smooth",
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icon = "SHADING_SOLID")
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op.affect = mu_prefs.set_smooth_affect
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op.angle = mu_prefs.auto_smooth_angle
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class VIEW3D_MT_materialutilities_main(bpy.types.Menu):
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"""Main menu for Material Utilities"""
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bl_idname = "VIEW3D_MT_materialutilities_main"
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bl_label = "Material Utilities"
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def draw(self, context):
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obj = context.object
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mu_prefs = materialutilities_get_preferences(context)
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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layout.menu(VIEW3D_MT_materialutilities_assign_material.bl_idname,
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icon = 'ADD')
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layout.menu(VIEW3D_MT_materialutilities_select_by_material.bl_idname,
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icon = 'VIEWZOOM')
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layout.separator()
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layout.operator(VIEW3D_OT_materialutilities_copy_material_to_others.bl_idname,
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text = 'Copy Materials to Selected',
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icon = 'COPY_ID')
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layout.separator()
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layout.menu(VIEW3D_MT_materialutilities_clean_slots.bl_idname,
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icon = 'NODE_MATERIAL')
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layout.separator()
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layout.operator(VIEW3D_OT_materialutilities_replace_material.bl_idname,
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text = 'Replace Material',
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icon = 'OVERLAY')
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op = layout.operator(VIEW3D_OT_materialutilities_fake_user_set.bl_idname,
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text = 'Set Fake User',
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icon = 'FAKE_USER_OFF')
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op.fake_user = mu_prefs.fake_user
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op.affect = mu_prefs.fake_user_affect
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op = layout.operator(VIEW3D_OT_materialutilities_change_material_link.bl_idname,
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text = 'Change Material Link',
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icon = 'LINKED')
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op.link_to = mu_prefs.link_to
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op.affect = mu_prefs.link_to_affect
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layout.separator()
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layout.menu(VIEW3D_MT_materialutilities_specials.bl_idname,
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icon = 'SOLO_ON')
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def materialutilities_specials_menu(self, contxt):
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self.layout.separator()
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self.layout.menu(VIEW3D_MT_materialutilities_main.bl_idname)
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def materialutilities_menu_move(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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layout.operator(MATERIAL_OT_materialutilities_material_slot_move.bl_idname,
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icon = 'TRIA_UP_BAR',
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text = 'Move Slot to the Top').movement = 'TOP'
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layout.operator(MATERIAL_OT_materialutilities_material_slot_move.bl_idname,
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icon = 'TRIA_DOWN_BAR',
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text = 'Move Slot to the Bottom').movement = 'BOTTOM'
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layout.separator()
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def materialutilities_menu_functions(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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layout.separator()
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layout.menu(VIEW3D_MT_materialutilities_assign_material.bl_idname,
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icon = 'ADD')
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layout.menu(VIEW3D_MT_materialutilities_select_by_material.bl_idname,
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icon = 'VIEWZOOM')
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layout.separator()
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layout.separator()
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layout.menu(VIEW3D_MT_materialutilities_clean_slots.bl_idname,
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icon = 'NODE_MATERIAL')
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layout.separator()
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layout.operator(VIEW3D_OT_materialutilities_replace_material.bl_idname,
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text = 'Replace Material',
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icon = 'OVERLAY')
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layout.operator(VIEW3D_OT_materialutilities_fake_user_set.bl_idname,
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text = 'Set Fake User',
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icon = 'FAKE_USER_OFF')
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layout.operator(VIEW3D_OT_materialutilities_change_material_link.bl_idname,
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text = 'Change Material Link',
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icon = 'LINKED')
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layout.separator()
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layout.menu(VIEW3D_MT_materialutilities_specials.bl_idname,
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icon = 'SOLO_ON')
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