UI: Use property split in UV editor panels
This is not an exhaustive change, just for the 2D cursor and UDIM grid properties. Also vertically align the "UV Vertex" buttons like in the 3D view panels.
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@ -1480,10 +1480,11 @@ class IMAGE_PT_uv_cursor(Panel):
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sima = context.space_data
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col = layout.column()
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layout.use_property_split = True
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layout.use_property_decorate = False
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col = layout.column()
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col.prop(sima, "cursor_location", text="Cursor Location")
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col.prop(sima, "cursor_location", text="Location")
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class IMAGE_PT_udim_grid(Panel):
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@ -1504,6 +1505,9 @@ class IMAGE_PT_udim_grid(Panel):
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sima = context.space_data
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uvedit = sima.uv_editor
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layout.use_property_split = True
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layout.use_property_decorate = False
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col = layout.column()
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col.prop(uvedit, "tile_grid_shape", text="Grid Shape")
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@ -137,7 +137,6 @@ static void uvedit_vertex_buttons(const bContext *C, uiBlock *block)
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Scene *scene = CTX_data_scene(C);
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float center[2];
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int imx, imy, step, digits;
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float width = 8 * UI_UNIT_X;
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uint objects_len = 0;
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Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs(
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CTX_data_view_layer(C), CTX_wm_view3d(C), &objects_len);
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@ -177,14 +176,15 @@ static void uvedit_vertex_buttons(const bContext *C, uiBlock *block)
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uiBut *but;
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int y = 0;
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UI_block_align_begin(block);
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but = uiDefButF(block,
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UI_BTYPE_NUM,
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B_UVEDIT_VERTEX,
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IFACE_("X:"),
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0,
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0,
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width,
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y -= UI_UNIT_Y,
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200,
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UI_UNIT_Y,
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&uvedit_old_center[0],
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UNPACK2(range_xy[0]),
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@ -197,9 +197,9 @@ static void uvedit_vertex_buttons(const bContext *C, uiBlock *block)
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UI_BTYPE_NUM,
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B_UVEDIT_VERTEX,
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IFACE_("Y:"),
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width,
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0,
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width,
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y -= UI_UNIT_Y,
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200,
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UI_UNIT_Y,
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&uvedit_old_center[1],
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UNPACK2(range_xy[1]),
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