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 | |
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')
5 files changed, 7 insertions, 7 deletions
diff --git a/release/scripts/startup/bl_operators/uvcalc_lightmap.py b/release/scripts/startup/bl_operators/uvcalc_lightmap.py index ae4add72a08..99a492fab4a 100644 --- a/release/scripts/startup/bl_operators/uvcalc_lightmap.py +++ b/release/scripts/startup/bl_operators/uvcalc_lightmap.py @@ -566,8 +566,8 @@ class LightMapPack(Operator): default=True, ) PREF_NEW_UVLAYER = BoolProperty( - name="New UV Layer", - description="Create a new UV layer for every mesh packed", + name="New UV Map", + description="Create a new UV map for every mesh packed", default=False, ) PREF_APPLY_IMAGE = BoolProperty( diff --git a/release/scripts/startup/bl_ui/properties_data_mesh.py b/release/scripts/startup/bl_ui/properties_data_mesh.py index 425b7a601c8..4e52aeb03d2 100644 --- a/release/scripts/startup/bl_ui/properties_data_mesh.py +++ b/release/scripts/startup/bl_ui/properties_data_mesh.py @@ -265,7 +265,7 @@ class DATA_PT_shape_keys(MeshButtonsPanel, Panel): class DATA_PT_uv_texture(MeshButtonsPanel, Panel): - bl_label = "UV Texture" + bl_label = "UV Maps" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): diff --git a/release/scripts/startup/bl_ui/properties_data_modifier.py b/release/scripts/startup/bl_ui/properties_data_modifier.py index 288f04b084e..d5b8b9d110d 100644 --- a/release/scripts/startup/bl_ui/properties_data_modifier.py +++ b/release/scripts/startup/bl_ui/properties_data_modifier.py @@ -692,7 +692,7 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel): col.prop(md, "image", text="") col = split.column() - col.label(text="UV Layer:") + col.label(text="UV Map:") col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="") split = layout.split() 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: ") diff --git a/release/scripts/startup/bl_ui/properties_texture.py b/release/scripts/startup/bl_ui/properties_texture.py index 6b4cfa8fb95..9f67edd7653 100644 --- a/release/scripts/startup/bl_ui/properties_texture.py +++ b/release/scripts/startup/bl_ui/properties_texture.py @@ -831,7 +831,7 @@ class TEXTURE_PT_mapping(TextureSlotPanel, Panel): """ elif tex.texture_coords == 'UV': split = layout.split(percentage=0.3) - split.label(text="Layer:") + split.label(text="Map:") ob = context.object if ob and ob.type == 'MESH': split.prop_search(tex, "uv_layer", ob.data, "uv_textures", text="") |