Cleanup: rename mode -> object.mode in Py UI
Keep 'mode' only for 'context.mode'.
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@ -43,9 +43,9 @@ class VIEW3D_HT_header(Header):
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row = layout.row(align=True)
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row.template_header()
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mode = 'OBJECT' if obj is None else obj.mode
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object_mode = 'OBJECT' if obj is None else obj.mode
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act_mode_item = bpy.types.Object.bl_rna.properties["mode"].enum_items[mode]
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act_mode_item = bpy.types.Object.bl_rna.properties["mode"].enum_items[object_mode]
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layout.operator_menu_enum("object.mode_set", "mode", text=act_mode_item.name, icon=act_mode_item.icon)
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del act_mode_item
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@ -57,22 +57,22 @@ class VIEW3D_HT_header(Header):
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if obj:
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# Set above:
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# mode = obj.mode
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# object_mode = obj.mode
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# Particle edit
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if mode == 'PARTICLE_EDIT':
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if object_mode == 'PARTICLE_EDIT':
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row = layout.row()
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row.prop(tool_settings.particle_edit, "select_mode", text="", expand=True)
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# Occlude geometry
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if ((((shading.type not in {'SOLID', 'TEXTURED'}) or not shading.show_xray) and
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(mode == 'PARTICLE_EDIT' or (mode == 'EDIT' and obj.type == 'MESH'))) or
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(mode in {'WEIGHT_PAINT', 'VERTEX_PAINT'})):
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(object_mode == 'PARTICLE_EDIT' or (object_mode == 'EDIT' and obj.type == 'MESH'))) or
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(object_mode in {'WEIGHT_PAINT', 'VERTEX_PAINT'})):
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row = layout.row()
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row.prop(view, "use_occlude_geometry", text="")
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# Pose
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if obj and mode == 'POSE':
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if obj and object_mode == 'POSE':
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row = layout.row(align=True)
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row.operator("pose.copy", text="", icon='COPYDOWN')
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row.operator("pose.paste", text="", icon='PASTEDOWN').flipped = False
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@ -96,7 +96,6 @@ class VIEW3D_HT_header(Header):
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layout.separator_spacer()
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# Mode & Transform Settings
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object_mode = 'OBJECT' if obj is None else obj.mode
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scene = context.scene
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# Orientation & Pivot
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@ -4126,10 +4125,10 @@ class VIEW3D_PT_context_properties(Panel):
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def _active_context_member(context):
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obj = context.object
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if obj:
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mode = obj.mode
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if mode == 'POSE':
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object_mode = obj.mode
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if object_mode == 'POSE':
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return "active_pose_bone"
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elif mode == 'EDIT' and obj.type == 'ARMATURE':
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elif object_mode == 'EDIT' and obj.type == 'ARMATURE':
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return "active_bone"
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else:
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return "object"
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