Rename random per component to random per loose part
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@ -3242,8 +3242,8 @@ class VIEW3D_MT_random_mask(Menu):
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op = layout.operator("sculpt.mask_init", text='Per Face Set')
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op.mode = 'RANDOM_PER_FACE_SET'
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op = layout.operator("sculpt.mask_init", text='Per Component')
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op.mode = 'RANDOM_PER_COMPONENT'
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op = layout.operator("sculpt.mask_init", text='Per Loose Part')
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op.mode = 'RANDOM_PER_LOOSE_PART'
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class VIEW3D_MT_particle(Menu):
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bl_label = "Particle"
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@ -10193,7 +10193,7 @@ static void SCULPT_OT_dyntopo_detail_size_edit(wmOperatorType *ot)
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typedef enum eSculptMaskInitMode {
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SCULPT_MASK_INIT_RANDOM_PER_VERTEX,
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SCULPT_MASK_INIT_RANDOM_PER_FACE_SET,
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SCULPT_MASK_INIT_RANDOM_PER_COMPONENT,
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SCULPT_MASK_INIT_RANDOM_PER_LOOSE_PART,
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} eSculptMaskInitMode;
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static EnumPropertyItem prop_sculpt_mask_init_mode_types[] = {
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@ -10212,10 +10212,10 @@ static EnumPropertyItem prop_sculpt_mask_init_mode_types[] = {
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"",
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},
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{
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SCULPT_MASK_INIT_RANDOM_PER_COMPONENT,
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"RANDOM_PER_COMPONENT",
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SCULPT_MASK_INIT_RANDOM_PER_LOOSE_PART,
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"RANDOM_PER_LOOSE_PART",
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0,
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"Random per Component",
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"Random per Loose Part",
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"",
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},
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{0, NULL, 0, NULL, NULL},
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@ -10244,7 +10244,7 @@ static void mask_init_task_cb(void *__restrict userdata,
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*vd.mask = BLI_hash_int_01(face_set + seed);
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break;
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}
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case SCULPT_MASK_INIT_RANDOM_PER_COMPONENT:
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case SCULPT_MASK_INIT_RANDOM_PER_LOOSE_PART:
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*vd.mask = BLI_hash_int_01(ss->vertex_info.connected_component[vd.index] + seed);
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break;
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}
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@ -10274,7 +10274,7 @@ static int sculpt_mask_init_exec(bContext *C, wmOperator *op)
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SCULPT_undo_push_begin(ob, "init mask");
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if (mode == SCULPT_MASK_INIT_RANDOM_PER_COMPONENT) {
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if (mode == SCULPT_MASK_INIT_RANDOM_PER_LOOSE_PART) {
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SCULPT_connected_components_ensure(ob);
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}
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