diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-23 21:25:25 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-23 21:25:25 +0400 |
commit | 2345efc6c5612da7f2a627ceb6bf0b7a828a676b (patch) | |
tree | 982c56ec2aa0a6d4cc8ea91776b653b0c3493dc4 /release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py | |
parent | 28fb329419b4e636bb9540ba090de8e2c28d582f (diff) |
Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,
by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py b/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py index 68fa0cedaa3..3797d7f363c 100644 --- a/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py +++ b/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py @@ -242,7 +242,7 @@ class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, Panel): # image format outputs if surface.surface_format == 'IMAGE': layout.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT') - layout.prop_search(surface, "uv_layer", ob.data, "uv_textures", text="UV layer:") + layout.prop_search(surface, "uv_layer", ob.data, "uv_textures", text="UV Map:") layout.separator() layout.prop(surface, "image_output_path", text="") @@ -300,7 +300,7 @@ class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, Panel): elif surface.init_color_type == 'TEXTURE': layout.prop(surface, "init_texture") - layout.prop_search(surface, "init_layername", ob.data, "uv_textures", text="UV Layer:") + layout.prop_search(surface, "init_layername", ob.data, "uv_textures", text="UV Map:") elif surface.init_color_type == 'VERTEX_COLOR': layout.prop_search(surface, "init_layername", ob.data, "vertex_colors", text="Color Layer: ") |