layout.separator()
- layout.operator("mesh.select_by_number_vertices", text="Triangles").type = 'TRIANGLES'
- layout.operator("mesh.select_by_number_vertices", text="Quads").type = 'QUADS'
+ layout.operator("mesh.select_by_number_vertices", text = "By Number of Verts")
if context.scene.tool_settings.mesh_select_mode[2] == False:
- layout.operator("mesh.select_non_manifold", text=_("Non Manifold"))
+ layout.operator("mesh.select_non_manifold", text="Non Manifold")
- layout.operator("mesh.select_by_number_vertices", text="Loose Verts/Edges").type = 'OTHER'
+ layout.operator("mesh.select_loose_verts", text = "Loose Verts/Edges")
- layout.operator("mesh.select_similar", text=_("Similar"))
+ layout.operator("mesh.select_similar", text="Similar")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
- layout.operator("mesh.subdivide", text=_("Subdivide"))
+ layout.operator("mesh.subdivide", text="Subdivide")
+ """
- layout.operator("mesh.subdivide", text=_("Subdivide Smooth")).smoothness = 1.0
+ layout.operator("mesh.subdivide", text="Subdivide Smooth").smoothness = 1.0
+ ""
- layout.operator("mesh.merge", text=_("Merge..."))
+ layout.operator("mesh.merge", text="Merge...")
layout.operator("mesh.remove_doubles")
- layout.operator("mesh.hide", text=_("Hide"))
- layout.operator("mesh.reveal", text=_("Reveal"))
+ layout.operator("mesh.hide", text="Hide")
+ layout.operator("mesh.reveal", text="Reveal")
layout.operator("mesh.select_inverse")
layout.operator("mesh.flip_normals")
- layout.operator("mesh.vertices_smooth", text=_("Smooth"))
+ layout.operator("mesh.vertices_smooth", text="Smooth")
- # layout.operator("mesh.bevel", text="Bevel")
+ layout.operator("mesh.bevel", text="Bevel")
layout.operator("mesh.faces_shade_smooth")
layout.operator("mesh.faces_shade_flat")
layout.operator("mesh.blend_from_shape")
layout.separator()
+ layout.operator("mesh.bridge_edge_loops", text="Bridge Two Edge Loops")
+
+ layout.separator()
+
layout.operator("TRANSFORM_OT_edge_slide")
layout.operator("TRANSFORM_OT_edge_crease")
- layout.operator("mesh.loop_multi_select", text=_("Edge Loop"))
+ layout.operator("mesh.loop_multi_select", text="Edge Loop")
# uiItemO(layout, "Loopcut", 0, "mesh.loop_cut"); // CutEdgeloop(em, 1);
# uiItemO(layout, "Edge Slide", 0, "mesh.edge_slide"); // EdgeSlide(em, 0,0.0);