diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2007-02-23 23:06:17 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2007-02-23 23:06:17 +0300 |
commit | 758307b9cc9f1e5eaf504d5c24090d08fb2bc14d (patch) | |
tree | 1342c4883713a27bad9f11dd091dad1679bcf6b8 /source/blender/src/buttons_editing.c | |
parent | 30984a3bc8364c8959adb6079aec60af9e48f742 (diff) |
Bug #6093:
Spin tool now uses the 'clockwise' setting again. This was disabled
because degrees accepts negative values, but it seems to cause confusion,
and there's no reason both buttons can't work at the same time.
Diffstat (limited to 'source/blender/src/buttons_editing.c')
-rw-r--r-- | source/blender/src/buttons_editing.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c index 94d294d2504..7aedce062ee 100644 --- a/source/blender/src/buttons_editing.c +++ b/source/blender/src/buttons_editing.c @@ -4139,7 +4139,7 @@ static void editing_panel_mesh_tools(Object *ob, Mesh *me) uiDefButS(block, NUM, B_DIFF, "Steps:", 110,55,100,19, &G.scene->toolsettings->step,1.0,180.0, 0, 0, "Specifies the total number of 'Spin' slices"); uiDefButS(block, NUM, B_DIFF, "Turns:", 210,55,115,19, &G.scene->toolsettings->turn,1.0,360.0, 0, 0, "Specifies the number of revolutions the screw turns"); uiDefButBitS(block, TOG, B_KEEPORIG, B_DIFF, "Keep Original",10,35,200,19, &G.scene->toolsettings->editbutflag, 0, 0, 0, 0, "Keeps a copy of the original vertices and faces after executing tools"); - uiDefButBitS(block, TOG, B_CLOCKWISE, B_DIFF, "Clockwise", 210,35,115,19, &G.scene->toolsettings->editbutflag, 0, 0, 0, 0, "Specifies the direction for 'Screw'"); + uiDefButBitS(block, TOG, B_CLOCKWISE, B_DIFF, "Clockwise", 210,35,115,19, &G.scene->toolsettings->editbutflag, 0, 0, 0, 0, "Specifies the direction for 'Screw' and 'Spin'"); uiBlockBeginAlign(block); uiDefBut(block, BUT,B_EXTREP, "Extrude Dup", 10,10,150,19, 0, 0, 0, 0, 0, "Creates copies of the selected vertices in a straight line away from the current viewport"); |