svn merge -r39792:39829 https://svn.blender.org/svnroot/bf-blender/trunk/blender
[blender.git] / release / scripts / startup / bl_ui / space_view3d.py
index 9f96df1eb6694b23695da46c0d080e093eae6bc4..3a88ed6519a24541ca8c87d1e2cf791f2e76adda 100644 (file)
@@ -521,11 +521,10 @@ class VIEW3D_MT_select_edit_mesh(Menu):
 
         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_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.separator()
@@ -1479,7 +1478,6 @@ class VIEW3D_MT_edit_mesh_specials(Menu):
         layout.operator_context = 'INVOKE_REGION_WIN'
 
         layout.operator("mesh.subdivide", text="Subdivide")
-        layout.operator("mesh.subdivide", text="Subdivide Smooth").smoothness = 1.0
         layout.operator("mesh.merge", text="Merge...")
         layout.operator("mesh.remove_doubles")
         layout.operator("mesh.hide", text="Hide")
@@ -1487,7 +1485,7 @@ class VIEW3D_MT_edit_mesh_specials(Menu):
         layout.operator("mesh.select_inverse")
         layout.operator("mesh.flip_normals")
         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")
@@ -1662,6 +1660,10 @@ class VIEW3D_MT_edit_mesh_edges(Menu):
         layout.operator("mesh.edge_rotate", text="Rotate Edge CW").direction = 'CW'
         layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").direction = 'CCW'
 
+        layout.separator()
+        
+        layout.operator("mesh.bridge_edge_loops", text="Bridge Two Edge Loops")
+
         layout.separator()
 
         layout.operator("TRANSFORM_OT_edge_slide")