diff --git a/add_mesh_extras.py b/add_mesh_extras.py
new file mode 100644
index 0000000000000000000000000000000000000000..ddebe3206f35497f94240199e8c2ad09b61ac6e2
--- /dev/null
+++ b/add_mesh_extras.py
@@ -0,0 +1,773 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program; if not, write to the Free Software Foundation,
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+import bpy
+from mathutils import *
+from math import *
+from bpy.props import *
+
+bl_addon_info = {
+    'name': 'Add Mesh: Extras',
+    'author': 'Pontiac, Fourmadmen, meta-androcto',
+    'version': '0.3',
+    'blender': (2, 5, 3),
+    'location': 'View3D > Add > Mesh > Extras',
+    'description': 'Adds Star, Wedge, Sqorus & Spindle objects.',
+    'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+        'Scripts/Add_Mesh/',
+    'category': 'Add Mesh'}
+
+
+# Stores the values of a list of properties and the
+# operator id in a property group ('recall_op') inside the object.
+# Could (in theory) be used for non-objects.
+# Note: Replaces any existing property group with the same name!
+# ob ... Object to store the properties in.
+# op ... The operator that should be used.
+# op_args ... A dictionary with valid Blender
+#             properties (operator arguments/parameters).
+def store_recall_properties(ob, op, op_args):
+    if ob and op and op_args:
+        recall_properties = {}
+
+        # Add the operator identifier and op parameters to the properties.
+        recall_properties['op'] = op.bl_idname
+        recall_properties['args'] = op_args
+
+        # Store new recall properties.
+        ob['recall'] = recall_properties
+
+
+# calculates the matrix for the new object
+# depending on user pref
+def align_matrix(context):
+    loc = TranslationMatrix(context.scene.cursor_location)
+    obj_align = context.user_preferences.edit.object_align
+    if (context.space_data.type == 'VIEW_3D'
+        and obj_align == 'VIEW'):
+        rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
+    else:
+        rot = Matrix()
+    align_matrix = loc * rot
+    return align_matrix
+
+# Create a new mesh (object) from verts/edges/faces.
+# verts/edges/faces ... List of vertices/edges/faces for the
+#                       new mesh (as used in from_pydata).
+# name ... Name of the new mesh (& object).
+# edit ... Replace existing mesh data.
+# Note: Using "edit" will destroy/delete existing mesh data.
+def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
+    scene = context.scene
+    obj_act = scene.objects.active
+
+    # Can't edit anything, unless we have an active obj.
+    if edit and not obj_act:
+        return None
+
+    # Create new mesh
+    mesh = bpy.data.meshes.new(name)
+
+    # Make a mesh from a list of verts/edges/faces.
+    mesh.from_pydata(verts, edges, faces)
+
+    # Update mesh geometry after adding stuff.
+    mesh.update()
+
+    # Deselect all objects.
+    bpy.ops.object.select_all(action='DESELECT')
+
+    if edit:
+        # Replace geometry of existing object
+
+        # Use the active obj and select it.
+        ob_new = obj_act
+        ob_new.selected = True
+
+        if obj_act.mode == 'OBJECT':
+            # Get existing mesh datablock.
+            old_mesh = ob_new.data
+
+            # Set object data to nothing
+            ob_new.data = None
+
+            # Clear users of existing mesh datablock.
+            old_mesh.user_clear()
+
+            # Remove old mesh datablock if no users are left.
+            if (old_mesh.users == 0):
+                bpy.data.meshes.remove(old_mesh)
+
+            # Assign new mesh datablock.
+            ob_new.data = mesh
+
+    else:
+        # Create new object
+        ob_new = bpy.data.objects.new(name, mesh)
+
+        # Link new object to the given scene and select it.
+        scene.objects.link(ob_new)
+        ob_new.selected = True
+
+        # Place the object at the 3D cursor location.
+        # apply viewRotaion
+        ob_new.matrix = align_matrix
+
+    if obj_act and obj_act.mode == 'EDIT':
+        if not edit:
+            # We are in EditMode, switch to ObjectMode.
+            bpy.ops.object.mode_set(mode='OBJECT')
+
+            # Select the active object as well.
+            obj_act.selected = True
+
+            # Apply location of new object.
+            scene.update()
+
+            # Join new object into the active.
+            bpy.ops.object.join()
+
+            # Switching back to EditMode.
+            bpy.ops.object.mode_set(mode='EDIT')
+
+            ob_new = obj_act
+
+    else:
+        # We are in ObjectMode.
+        # Make the new object the active one.
+        scene.objects.active = ob_new
+
+    return ob_new
+
+
+# A very simple "bridge" tool.
+# Connects two equally long vertex rows with faces.
+# Returns a list of the new faces (list of  lists)
+#
+# vertIdx1 ... First vertex list (list of vertex indices).
+# vertIdx2 ... Second vertex list (list of vertex indices).
+# closed ... Creates a loop (first & last are closed).
+# flipped ... Invert the normal of the face(s).
+#
+# Note: You can set vertIdx1 to a single vertex index to create
+#       a fan/star of faces.
+# Note: If both vertex idx list are the same length they have
+#       to have at least 2 vertices.
+def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
+    faces = []
+
+    if not vertIdx1 or not vertIdx2:
+        return None
+
+    if len(vertIdx1) < 2 and len(vertIdx2) < 2:
+        return None
+
+    fan = False
+    if (len(vertIdx1) != len(vertIdx2)):
+        if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
+            fan = True
+        else:
+            return None
+
+    total = len(vertIdx2)
+
+    if closed:
+        # Bridge the start with the end.
+        if flipped:
+            face = [
+                vertIdx1[0],
+                vertIdx2[0],
+                vertIdx2[total - 1]]
+            if not fan:
+                face.append(vertIdx1[total - 1])
+            faces.append(face)
+
+        else:
+            face = [vertIdx2[0], vertIdx1[0]]
+            if not fan:
+                face.append(vertIdx1[total - 1])
+            face.append(vertIdx2[total - 1])
+            faces.append(face)
+
+    # Bridge the rest of the faces.
+    for num in range(total - 1):
+        if flipped:
+            if fan:
+                face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
+            else:
+                face = [vertIdx2[num], vertIdx1[num],
+                    vertIdx1[num + 1], vertIdx2[num + 1]]
+            faces.append(face)
+        else:
+            if fan:
+                face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
+            else:
+                face = [vertIdx1[num], vertIdx2[num],
+                    vertIdx2[num + 1], vertIdx1[num + 1]]
+            faces.append(face)
+
+    return faces
+
+
+# @todo Clean up vertex&face creation process a bit.
+def add_sqorus(hole_size, subdivide):
+    verts = []
+    faces = []
+
+    size = 2.0
+
+    thickness = (size - hole_size) / 2.0
+    distances = [
+        -size / 2.0,
+        -size / 2.0 + thickness,
+        size / 2.0 - thickness,
+        size / 2.0]
+
+    if subdivide:
+        for i in range(4):
+            y = distances[i]
+
+            for j in range(4):
+                x = distances[j]
+
+                verts.append(Vector((x, y, size / 2.0)))
+                verts.append(Vector((x, y, -size / 2.0)))
+
+        # Top outer loop (vertex indices)
+        vIdx_out_up = [0, 2, 4, 6, 14, 22, 30, 28, 26, 24, 16, 8]
+        # Lower outer loop (vertex indices)
+        vIdx_out_low = [i + 1 for i in vIdx_out_up]
+
+        faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True)
+        faces.extend(faces_outside)
+
+        # Top inner loop (vertex indices)
+        vIdx_inner_up = [10, 12, 20, 18]
+
+        # Lower inner loop (vertex indices)
+        vIdx_inner_low = [i + 1 for i in vIdx_inner_up]
+
+        faces_inside = createFaces(vIdx_inner_up, vIdx_inner_low,
+            closed=True, flipped=True)
+        faces.extend(faces_inside)
+
+        row1_top = [0, 8, 16, 24]
+        row2_top = [i + 2 for i in row1_top]
+        row3_top = [i + 2 for i in row2_top]
+        row4_top = [i + 2 for i in row3_top]
+
+        faces_top1 = createFaces(row1_top, row2_top)
+        faces.extend(faces_top1)
+        faces_top2_side1 = createFaces(row2_top[:2], row3_top[:2])
+        faces.extend(faces_top2_side1)
+        faces_top2_side2 = createFaces(row2_top[2:], row3_top[2:])
+        faces.extend(faces_top2_side2)
+        faces_top3 = createFaces(row3_top, row4_top)
+        faces.extend(faces_top3)
+
+        row1_bot = [1, 9, 17, 25]
+        row2_bot = [i + 2 for i in row1_bot]
+        row3_bot = [i + 2 for i in row2_bot]
+        row4_bot = [i + 2 for i in row3_bot]
+
+        faces_bot1 = createFaces(row1_bot, row2_bot, flipped=True)
+        faces.extend(faces_bot1)
+        faces_bot2_side1 = createFaces(row2_bot[:2], row3_bot[:2],
+            flipped=True)
+        faces.extend(faces_bot2_side1)
+        faces_bot2_side2 = createFaces(row2_bot[2:], row3_bot[2:],
+            flipped=True)
+        faces.extend(faces_bot2_side2)
+        faces_bot3 = createFaces(row3_bot, row4_bot, flipped=True)
+        faces.extend(faces_bot3)
+
+    else:
+        # Do not subdivde outer faces
+
+        vIdx_out_up = []
+        vIdx_out_low = []
+        vIdx_in_up = []
+        vIdx_in_low = []
+
+        for i in range(4):
+            y = distances[i]
+
+            for j in range(4):
+                x = distances[j]
+
+                append = False
+                inner = False
+                # Outer
+                if (i in [0, 3] and j in [0, 3]):
+                    append = True
+
+                # Inner
+                if (i in [1, 2] and j in [1, 2]):
+                    append = True
+                    inner = True
+
+                if append:
+                    vert_up = len(verts)
+                    verts.append(Vector((x, y, size / 2.0)))
+                    vert_low = len(verts)
+                    verts.append(Vector((x, y, -size / 2.0)))
+
+                    if inner:
+                        vIdx_in_up.append(vert_up)
+                        vIdx_in_low.append(vert_low)
+
+                    else:
+                        vIdx_out_up.append(vert_up)
+                        vIdx_out_low.append(vert_low)
+
+        # Flip last two vertices
+        vIdx_out_up = vIdx_out_up[:2] + list(reversed(vIdx_out_up[2:]))
+        vIdx_out_low = vIdx_out_low[:2] + list(reversed(vIdx_out_low[2:]))
+        vIdx_in_up = vIdx_in_up[:2] + list(reversed(vIdx_in_up[2:]))
+        vIdx_in_low = vIdx_in_low[:2] + list(reversed(vIdx_in_low[2:]))
+
+        # Create faces
+        faces_top = createFaces(vIdx_in_up, vIdx_out_up, closed=True)
+        faces.extend(faces_top)
+        faces_bottom = createFaces(vIdx_out_low, vIdx_in_low, closed=True)
+        faces.extend(faces_bottom)
+        faces_inside = createFaces(vIdx_in_low, vIdx_in_up, closed=True)
+        faces.extend(faces_inside)
+        faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True)
+        faces.extend(faces_outside)
+
+    return verts, faces
+
+
+def add_wedge(size_x, size_y, size_z):
+    verts = []
+    faces = []
+
+    size_x /= 2.0
+    size_y /= 2.0
+    size_z /= 2.0
+
+    vIdx_top = []
+    vIdx_bot = []
+
+    vIdx_top.append(len(verts))
+    verts.append(Vector((-size_x, -size_y, size_z)))
+    vIdx_bot.append(len(verts))
+    verts.append(Vector((-size_x, -size_y, -size_z)))
+
+    vIdx_top.append(len(verts))
+    verts.append(Vector((size_x, -size_y, size_z)))
+    vIdx_bot.append(len(verts))
+    verts.append(Vector((size_x, -size_y, -size_z)))
+
+    vIdx_top.append(len(verts))
+    verts.append(Vector((-size_x, size_y, size_z)))
+    vIdx_bot.append(len(verts))
+    verts.append(Vector((-size_x, size_y, -size_z)))
+
+    faces.append(vIdx_top)
+    faces.append(vIdx_bot)
+    faces_outside = createFaces(vIdx_top, vIdx_bot, closed=True)
+    faces.extend(faces_outside)
+
+    return verts, faces
+
+def add_spindle(segments, radius, height, cap_height):
+    verts = []
+    faces = []
+
+    tot_verts = segments * 2 + 2
+
+    half_height = height / 2.0
+
+    # Upper tip
+    idx_upper_tip = len(verts)
+    verts.append(Vector((0, 0, half_height + cap_height)))
+
+    # Lower tip
+    idx_lower_tip = len(verts)
+    verts.append(Vector((0.0, 0.0, -half_height - cap_height)))
+
+    upper_edgeloop = []
+    lower_edgeloop = []
+    for index in range(segments):
+        mtx = RotationMatrix(2.0 * pi * float(index) / segments, 3, 'Z')
+
+        # Calculate index & location of upper verte4x tip.
+        idx_up = len(verts)
+        upper_edgeloop.append(idx_up)
+        verts.append(Vector((radius, 0.0, half_height)) * mtx)
+
+        if height > 0:
+            idx_low = len(verts)
+            lower_edgeloop.append(idx_low)
+            verts.append(Vector((radius, 0.0, -half_height)) * mtx)
+
+    # Create faces for the upper tip.
+    tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop,
+        closed=True, flipped=True)
+    faces.extend(tip_up_faces)
+
+    if height > 0:
+        # Create faces for the middle cylinder.
+        cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True)
+        faces.extend(cyl_faces)
+
+        # Create faces for the lower tip.
+        tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop,
+            closed=True)
+        faces.extend(tip_low_faces)
+
+    else:
+        # Skipping middle part/cylinder (height=0).
+
+        # Create faces for the lower tip.
+        tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop,
+            closed=True)
+        faces.extend(tip_low_faces)
+
+    return verts, faces
+
+def add_star(points, outer_radius, inner_radius, height):
+    PI_2 = pi * 2
+    z_axis = (0, 0, 1)
+
+    verts = []
+    faces = []
+
+    segments = points * 2
+
+    half_height = height / 2.0
+
+    vert_idx_top = len(verts)
+    verts.append(Vector((0.0, 0.0, half_height)))
+
+    vert_idx_bottom = len(verts)
+    verts.append(Vector((0.0, 0.0, -half_height)))
+
+    edgeloop_top = []
+    edgeloop_bottom = []
+
+    for index in range(segments):
+        quat = Quaternion(z_axis, (index / segments) * PI_2)
+
+        if index % 2:
+            # Uneven
+            radius = outer_radius
+        else:
+            # Even
+            radius = inner_radius
+
+        edgeloop_top.append(len(verts))
+        vec = Vector((radius, 0, half_height)) * quat
+        verts.append(vec)
+
+        edgeloop_bottom.append(len(verts))
+        vec = Vector((radius, 0, -half_height)) * quat
+        verts.append(vec)
+
+
+
+    faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True)
+    faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True)
+    faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom,
+        flipped=True, closed=True)
+
+    faces.extend(faces_top)
+    faces.extend(faces_outside)
+    faces.extend(faces_bottom)
+
+    return verts, faces
+
+class AddSqorus(bpy.types.Operator):
+    '''Add a sqorus mesh.'''
+    bl_idname = "mesh.primitive_sqorus_add"
+    bl_label = "Add Sqorus"
+    bl_options = {'REGISTER', 'UNDO'}
+
+    # edit - Whether to add or update.
+    edit = BoolProperty(name="",
+        description="",
+        default=False,
+        options={'HIDDEN'})
+    hole_size = FloatProperty(name="Hole Size",
+        description="Size of the Hole",
+        min=0.01,
+        max=1.99,
+        default=2.0 / 3.0)
+    subdivide = BoolProperty(name="Subdivide Outside",
+        description="Enable to subdivide the faces on the outside." \
+            " This results in equally spaced vertices.",
+        default=True)
+    align_matrix = Matrix()
+
+    def execute(self, context):
+        props = self.properties
+
+        # Create mesh geometry
+        verts, faces = add_sqorus(
+            props.hole_size,
+            props.subdivide)
+
+        # Create mesh object (and meshdata)
+        obj = create_mesh_object(context, verts, [], faces, "Sqorus",
+            props.edit, self.align_matrix)
+
+        # Store 'recall' properties in the object.
+        recall_args_list = {
+            "edit": True,
+            "hole_size": props.hole_size,
+            "subdivide": props.subdivide}
+        store_recall_properties(obj, self, recall_args_list)
+
+        return {'FINISHED'}
+
+    def invoke(self, context, event):
+        self.align_matrix = align_matrix(context)
+        self.execute(context)
+        return {'FINISHED'}
+
+class AddWedge(bpy.types.Operator):
+    '''Add a wedge mesh.'''
+    bl_idname = "mesh.primitive_wedge_add"
+    bl_label = "Add Wedge"
+    bl_options = {'REGISTER', 'UNDO'}
+
+    # edit - Whether to add or update.
+    edit = BoolProperty(name="",
+        description="",
+        default=False,
+        options={'HIDDEN'})
+    size_x = FloatProperty(name="Size X",
+        description="Size along the X axis",
+        min=0.01,
+        max=9999.0,
+        default=2.0)
+    size_y = FloatProperty(name="Size Y",
+        description="Size along the Y axis",
+        min=0.01,
+        max=9999.0,
+        default=2.0)
+    size_z = FloatProperty(name="Size Z",
+        description="Size along the Z axis",
+        min=0.01,
+        max=9999.0,
+        default=2.00)
+    align_matrix = Matrix()
+
+    def execute(self, context):
+        props = self.properties
+
+        verts, faces = add_wedge(
+            props.size_x,
+            props.size_y,
+            props.size_z)
+
+        obj = create_mesh_object(context, verts, [], faces, "Wedge",
+            props.edit, self.align_matrix)
+
+        # Store 'recall' properties in the object.
+        recall_args_list = {
+            "edit": True,
+            "size_x": props.size_x,
+            "size_y": props.size_y,
+            "size_z": props.size_z}
+        store_recall_properties(obj, self, recall_args_list)
+
+        return {'FINISHED'}
+
+    def invoke(self, context, event):
+        self.align_matrix = align_matrix(context)
+        self.execute(context)
+        return {'FINISHED'}
+
+class AddSpindle(bpy.types.Operator):
+    '''Add a spindle mesh.'''
+    bl_idname = "mesh.primitive_spindle_add"
+    bl_label = "Add Spindle"
+    bl_description = "Create a spindle mesh."
+    bl_options = {'REGISTER', 'UNDO'}
+
+    # edit - Whether to add or update.
+    edit = BoolProperty(name="",
+        description="",
+        default=False,
+        options={'HIDDEN'})
+    segments = IntProperty(name="Segments",
+        description="Number of segments of the spindle",
+        min=3,
+        max=512,
+        default=32)
+    radius = FloatProperty(name="Radius",
+        description="Radius of the spindle",
+        min=0.01,
+        max=9999.0,
+        default=1.0)
+    height = FloatProperty(name="Height",
+        description="Height of the spindle",
+        min=0.0,
+        max=100.0,
+        default=1.0)
+    cap_height = FloatProperty(name="Cap Height",
+        description="Cap height of the spindle",
+        min=-9999.0,
+        max=9999.0,
+        default=0.5)
+    align_matrix = Matrix()
+
+    def execute(self, context):
+        props = self.properties
+
+        verts, faces = add_spindle(
+            props.segments,
+            props.radius,
+            props.height,
+            props.cap_height)
+
+        obj = create_mesh_object(context, verts, [], faces, "Spindle",
+            props.edit, self.align_matrix)
+
+        # Store 'recall' properties in the object.
+        recall_args_list = {
+            "edit": True,
+            "segments": props.segments,
+            "radius": props.radius,
+            "height": props.height,
+            "cap_height": props.cap_height}
+        store_recall_properties(obj, self, recall_args_list)
+
+        return {'FINISHED'}
+
+    def invoke(self, context, event):
+        self.align_matrix = align_matrix(context)
+        self.execute(context)
+        return {'FINISHED'}
+
+class AddStar(bpy.types.Operator):
+    '''Add a star mesh.'''
+    bl_idname = "mesh.primitive_star_add"
+    bl_label = "Add Star"
+    bl_options = {'REGISTER', 'UNDO'}
+
+    # edit - Whether to add or update.
+    edit = BoolProperty(name="",
+        description="",
+        default=False,
+        options={'HIDDEN'})
+    points = IntProperty(name="Points",
+        description="Number of points for the star",
+        min=2,
+        max=256,
+        default=5)
+    outer_radius = FloatProperty(name="Outer Radius",
+        description="Outer radius of the star",
+        min=0.01,
+        max=9999.0,
+        default=1.0)
+    innter_radius = FloatProperty(name="Inner Radius",
+        description="Inner radius of the star",
+        min=0.01,
+        max=9999.0,
+        default=0.5)
+    height = FloatProperty(name="Height",
+        description="Height of the star",
+        min=0.01,
+        max=9999.0,
+        default=0.5)
+    align_matrix = Matrix()
+
+    def execute(self, context):
+        props = self.properties
+
+        verts, faces = add_star(
+            props.points,
+            props.outer_radius,
+            props.innter_radius,
+            props.height)
+
+        obj = create_mesh_object(context, verts, [], faces, "Star",
+            props.edit, self.align_matrix)
+
+        # Store 'recall' properties in the object.
+        recall_args_list = {
+            "edit": True,
+            "points": props.points,
+            "outer_radius": props.outer_radius,
+            "innter_radius": props.innter_radius,
+            "height": props.height}
+        store_recall_properties(obj, self, recall_args_list)
+
+        return {'FINISHED'}
+
+    def invoke(self, context, event):
+        self.align_matrix = align_matrix(context)
+        self.execute(context)
+        return {'FINISHED'}
+
+class INFO_MT_mesh_extras_add(bpy.types.Menu):
+    # Define the "Extras" menu
+    bl_idname = "INFO_MT_mesh_extras_add"
+    bl_label = "Extras"
+
+    def draw(self, context):
+        layout = self.layout
+        layout.operator_context = 'INVOKE_REGION_WIN'
+        layout.operator("mesh.primitive_sqorus_add",
+            text="Sqorus")
+        layout.operator("mesh.primitive_wedge_add",
+            text="Wedge")
+        layout.operator("mesh.primitive_spindle_add",
+            text="Spindle")
+
+        layout.operator("mesh.primitive_star_add",
+            text="Star")
+
+
+# Register all operators and panels
+import space_info
+
+# Define "Gemstones" menu
+menu_func = (lambda self,
+    context: self.layout.menu("INFO_MT_mesh_extras_add", icon="PLUGIN"))
+
+
+def register():
+    # Register the operators/menus.
+    bpy.types.register(AddSqorus)
+    bpy.types.register(AddWedge)
+    bpy.types.register(AddSpindle)
+    bpy.types.register(AddStar)
+    bpy.types.register(INFO_MT_mesh_extras_add)
+
+    # Add "Gemstones" menu to the "Add Mesh" menu
+    space_info.INFO_MT_mesh_add.append(menu_func)
+
+
+def unregister():
+    # Unregister the operators/menus.
+    bpy.types.unregister(AddSqorus)
+    bpy.types.unregister(AddWedge)
+    bpy.types.unregister(AddSpindle)
+    bpy.types.unregister(AddStar)
+    bpy.types.unregister(INFO_MT_mesh_extras_add)
+
+    # Remove "Gemstones" menu from the "Add Mesh" menu.
+    space_info.INFO_MT_mesh_add.remove(menu_func)
+
+if __name__ == "__main__":
+    register()
diff --git a/add_mesh_spindle.py b/add_mesh_spindle.py
deleted file mode 100644
index 65846565d4cd6f8358bf979f35dd929be325e897..0000000000000000000000000000000000000000
--- a/add_mesh_spindle.py
+++ /dev/null
@@ -1,391 +0,0 @@
-# add_mesh_spindle.py Copyright (C) 2008-2009, FourMadMen.com
-#
-# add spindle to the blender 2.50 add->mesh menu
-# ***** BEGIN GPL LICENSE BLOCK *****
-#
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.	See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-#
-# ***** END GPL LICENCE BLOCK *****
-
-bl_addon_info = {
-    'name': 'Add Mesh: Spindle',
-    'author': 'fourmadmen',
-    'version': '2.1',
-    'blender': (2, 5, 3),
-    'location': 'View3D > Add > Mesh ',
-    'description': 'Adds a mesh Spindle to the Add Mesh menu',
-    'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
-        'Scripts/Add_Spindle',
-    'category': 'Add Mesh'}
-
-"""
-Name: 'Spindle'
-Blender: 250
-Group: 'AddMesh'
-Tip: 'Add Spindle Object...'
-__author__ = ["Four Mad Men", "FourMadMen.com"]
-__version__ = '0.10'
-__url__ = [""]
-email__=["bwiki {at} fourmadmen {dot} com"]
-
-Usage:
-
-* Launch from Add Mesh menu
-
-* Modify parameters as desired or keep defaults
-
-"""
-
-
-import bpy
-import mathutils
-from mathutils import Vector, RotationMatrix, TranslationMatrix, Matrix
-from math import pi
-from bpy.props import FloatProperty, IntProperty, BoolProperty
-
-
-# Stores the values of a list of properties and the
-# operator id in a property group ('recall_op') inside the object.
-# Could (in theory) be used for non-objects.
-# Note: Replaces any existing property group with the same name!
-# ob ... Object to store the properties in.
-# op ... The operator that should be used.
-# op_args ... A dictionary with valid Blender
-#             properties (operator arguments/parameters).
-def store_recall_properties(ob, op, op_args):
-    if ob and op and op_args:
-        recall_properties = {}
-
-        # Add the operator identifier and op parameters to the properties.
-        recall_properties['op'] = op.bl_idname
-        recall_properties['args'] = op_args
-
-        # Store new recall properties.
-        ob['recall'] = recall_properties
-
-
-# calculates the matrix for the new object
-# depending on user pref
-def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
-    obj_align = context.user_preferences.edit.object_align
-    if (context.space_data.type == 'VIEW_3D'
-        and obj_align == 'VIEW'):
-        rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
-    else:
-        rot = Matrix()
-    align_matrix = loc * rot
-    return align_matrix
-
-
-# Create a new mesh (object) from verts/edges/faces.
-# verts/edges/faces ... List of vertices/edges/faces for the
-#                       new mesh (as used in from_pydata).
-# name ... Name of the new mesh (& object).
-# edit ... Replace existing mesh data.
-# Note: Using "edit" will destroy/delete existing mesh data.
-def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
-    scene = context.scene
-    obj_act = scene.objects.active
-
-    # Can't edit anything, unless we have an active obj.
-    if edit and not obj_act:
-        return None
-
-    # Create new mesh
-    mesh = bpy.data.meshes.new(name)
-
-    # Make a mesh from a list of verts/edges/faces.
-    mesh.from_pydata(verts, edges, faces)
-
-    # Update mesh geometry after adding stuff.
-    mesh.update()
-
-    # Deselect all objects.
-    bpy.ops.object.select_all(action='DESELECT')
-
-    if edit:
-        # Replace geometry of existing object
-
-        # Use the active obj and select it.
-        ob_new = obj_act
-        ob_new.selected = True
-
-        if obj_act.mode == 'OBJECT':
-            # Get existing mesh datablock.
-            old_mesh = ob_new.data
-
-            # Set object data to nothing
-            ob_new.data = None
-
-            # Clear users of existing mesh datablock.
-            old_mesh.user_clear()
-
-            # Remove old mesh datablock if no users are left.
-            if (old_mesh.users == 0):
-                bpy.data.meshes.remove(old_mesh)
-
-            # Assign new mesh datablock.
-            ob_new.data = mesh
-
-    else:
-        # Create new object
-        ob_new = bpy.data.objects.new(name, mesh)
-
-        # Link new object to the given scene and select it.
-        scene.objects.link(ob_new)
-        ob_new.selected = True
-
-        # Place the object at the 3D cursor location.
-        # apply viewRotaion
-        ob_new.matrix = align_matrix
-
-    if obj_act and obj_act.mode == 'EDIT':
-        if not edit:
-            # We are in EditMode, switch to ObjectMode.
-            bpy.ops.object.mode_set(mode='OBJECT')
-
-            # Select the active object as well.
-            obj_act.selected = True
-
-            # Apply location of new object.
-            scene.update()
-
-            # Join new object into the active.
-            bpy.ops.object.join()
-
-            # Switching back to EditMode.
-            bpy.ops.object.mode_set(mode='EDIT')
-
-            ob_new = obj_act
-
-    else:
-        # We are in ObjectMode.
-        # Make the new object the active one.
-        scene.objects.active = ob_new
-
-    return ob_new
-
-
-# A very simple "bridge" tool.
-# Connects two equally long vertex rows with faces.
-# Returns a list of the new faces (list of  lists)
-#
-# vertIdx1 ... First vertex list (list of vertex indices).
-# vertIdx2 ... Second vertex list (list of vertex indices).
-# closed ... Creates a loop (first & last are closed).
-# flipped ... Invert the normal of the face(s).
-#
-# Note: You can set vertIdx1 to a single vertex index to create
-#       a fan/star of faces.
-# Note: If both vertex idx list are the same length they have
-#       to have at least 2 vertices.
-def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
-    faces = []
-
-    if not vertIdx1 or not vertIdx2:
-        return None
-
-    if len(vertIdx1) < 2 and len(vertIdx2) < 2:
-        return None
-
-    fan = False
-    if (len(vertIdx1) != len(vertIdx2)):
-        if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
-            fan = True
-        else:
-            return None
-
-    total = len(vertIdx2)
-
-    if closed:
-        # Bridge the start with the end.
-        if flipped:
-            face = [
-                vertIdx1[0],
-                vertIdx2[0],
-                vertIdx2[total - 1]]
-            if not fan:
-                face.append(vertIdx1[total - 1])
-            faces.append(face)
-
-        else:
-            face = [vertIdx2[0], vertIdx1[0]]
-            if not fan:
-                face.append(vertIdx1[total - 1])
-            face.append(vertIdx2[total - 1])
-            faces.append(face)
-
-    # Bridge the rest of the faces.
-    for num in range(total - 1):
-        if flipped:
-            if fan:
-                face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
-            else:
-                face = [vertIdx2[num], vertIdx1[num],
-                    vertIdx1[num + 1], vertIdx2[num + 1]]
-            faces.append(face)
-        else:
-            if fan:
-                face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
-            else:
-                face = [vertIdx1[num], vertIdx2[num],
-                    vertIdx2[num + 1], vertIdx1[num + 1]]
-            faces.append(face)
-
-    return faces
-
-
-def add_spindle(segments, radius, height, cap_height):
-    verts = []
-    faces = []
-
-    tot_verts = segments * 2 + 2
-
-    half_height = height / 2.0
-
-    # Upper tip
-    idx_upper_tip = len(verts)
-    verts.append(Vector((0, 0, half_height + cap_height)))
-
-    # Lower tip
-    idx_lower_tip = len(verts)
-    verts.append(Vector((0.0, 0.0, -half_height - cap_height)))
-
-    upper_edgeloop = []
-    lower_edgeloop = []
-    for index in range(segments):
-        mtx = RotationMatrix(2.0 * pi * float(index) / segments, 3, 'Z')
-
-        # Calculate index & location of upper verte4x tip.
-        idx_up = len(verts)
-        upper_edgeloop.append(idx_up)
-        verts.append(Vector((radius, 0.0, half_height)) * mtx)
-
-        if height > 0:
-            idx_low = len(verts)
-            lower_edgeloop.append(idx_low)
-            verts.append(Vector((radius, 0.0, -half_height)) * mtx)
-
-    # Create faces for the upper tip.
-    tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop,
-        closed=True, flipped=True)
-    faces.extend(tip_up_faces)
-
-    if height > 0:
-        # Create faces for the middle cylinder.
-        cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True)
-        faces.extend(cyl_faces)
-
-        # Create faces for the lower tip.
-        tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop,
-            closed=True)
-        faces.extend(tip_low_faces)
-
-    else:
-        # Skipping middle part/cylinder (height=0).
-
-        # Create faces for the lower tip.
-        tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop,
-            closed=True)
-        faces.extend(tip_low_faces)
-
-    return verts, faces
-
-
-class AddSpindle(bpy.types.Operator):
-    '''Add a spindle mesh.'''
-    bl_idname = "mesh.primitive_spindle_add"
-    bl_label = "Add Spindle"
-    bl_description = "Create a spindle mesh."
-    bl_options = {'REGISTER', 'UNDO'}
-
-    # edit - Whether to add or update.
-    edit = BoolProperty(name="",
-        description="",
-        default=False,
-        options={'HIDDEN'})
-    segments = IntProperty(name="Segments",
-        description="Number of segments of the spindle",
-        min=3,
-        max=512,
-        default=32)
-    radius = FloatProperty(name="Radius",
-        description="Radius of the spindle",
-        min=0.01,
-        max=9999.0,
-        default=1.0)
-    height = FloatProperty(name="Height",
-        description="Height of the spindle",
-        min=0.0,
-        max=100.0,
-        default=1.0)
-    cap_height = FloatProperty(name="Cap Height",
-        description="Cap height of the spindle",
-        min=-9999.0,
-        max=9999.0,
-        default=0.5)
-    align_matrix = Matrix()
-
-    def execute(self, context):
-        props = self.properties
-
-        verts, faces = add_spindle(
-            props.segments,
-            props.radius,
-            props.height,
-            props.cap_height)
-
-        obj = create_mesh_object(context, verts, [], faces, "Spindle",
-            props.edit, self.align_matrix)
-
-        # Store 'recall' properties in the object.
-        recall_args_list = {
-            "edit": True,
-            "segments": props.segments,
-            "radius": props.radius,
-            "height": props.height,
-            "cap_height": props.cap_height}
-        store_recall_properties(obj, self, recall_args_list)
-
-        return {'FINISHED'}
-
-    def invoke(self, context, event):
-        self.align_matrix = align_matrix(context)
-        self.execute(context)
-        return {'FINISHED'}
-
-
-# Register the operator
-menu_func = (lambda self, context: self.layout.operator(AddSpindle.bl_idname,
-    text="Spindle", icon='PLUGIN'))
-
-
-def register():
-    bpy.types.register(AddSpindle)
-
-    # Add "Spindle" menu to the "Add Mesh" menu.
-    bpy.types.INFO_MT_mesh_add.append(menu_func)
-
-
-def unregister():
-    bpy.types.unregister(AddSpindle)
-
-    # Remove "Spindle" menu from the "Add Mesh" menu.
-    bpy.types.INFO_MT_mesh_add.remove(menu_func)
-
-if __name__ == "__main__":
-    register()
diff --git a/add_mesh_star.py b/add_mesh_star.py
deleted file mode 100644
index 9c52b54c69b8cd020e80a8f22ef53e8ad54f6aa0..0000000000000000000000000000000000000000
--- a/add_mesh_star.py
+++ /dev/null
@@ -1,367 +0,0 @@
-# add_mesh_star.py Copyright (C) 2008-2009, FourMadMen.com
-#
-# add star to the blender 2.50 add->mesh menu
-# ***** BEGIN GPL LICENSE BLOCK *****
-#
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.    See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-#
-# ***** END GPL LICENCE BLOCK *****
-
-bl_addon_info = {
-    'name': 'Add Mesh: Star',
-    'author': 'fourmadmen',
-    'version': '2.1',
-    'blender': (2, 5, 3),
-    'location': 'View3D > Add > Mesh ',
-    'description': 'Adds a mesh Star to the Add Mesh menu',
-    'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
-        'Scripts/Add_Mesh/Add_Star',
-    'category': 'Add Mesh'}
-
-
-import bpy
-import mathutils
-from mathutils import Vector, Quaternion, TranslationMatrix, Matrix
-from math import pi
-from bpy.props import IntProperty, FloatProperty, BoolProperty
-
-
-# Stores the values of a list of properties and the
-# operator id in a property group ('recall_op') inside the object.
-# Could (in theory) be used for non-objects.
-# Note: Replaces any existing property group with the same name!
-# ob ... Object to store the properties in.
-# op ... The operator that should be used.
-# op_args ... A dictionary with valid Blender
-#             properties (operator arguments/parameters).
-def store_recall_properties(ob, op, op_args):
-    if ob and op and op_args:
-        recall_properties = {}
-
-        # Add the operator identifier and op parameters to the properties.
-        recall_properties['op'] = op.bl_idname
-        recall_properties['args'] = op_args
-
-        # Store new recall properties.
-        ob['recall'] = recall_properties
-
-
-# calculates the matrix for the new object
-# depending on user pref
-def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
-    obj_align = context.user_preferences.edit.object_align
-    if (context.space_data.type == 'VIEW_3D'
-        and obj_align == 'VIEW'):
-        rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
-    else:
-        rot = Matrix()
-    align_matrix = loc * rot
-    return align_matrix
-
-
-# Create a new mesh (object) from verts/edges/faces.
-# verts/edges/faces ... List of vertices/edges/faces for the
-#                       new mesh (as used in from_pydata).
-# name ... Name of the new mesh (& object).
-# edit ... Replace existing mesh data.
-# Note: Using "edit" will destroy/delete existing mesh data.
-def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
-    scene = context.scene
-    obj_act = scene.objects.active
-
-    # Can't edit anything, unless we have an active obj.
-    if edit and not obj_act:
-        return None
-
-    # Create new mesh
-    mesh = bpy.data.meshes.new(name)
-
-    # Make a mesh from a list of verts/edges/faces.
-    mesh.from_pydata(verts, edges, faces)
-
-    # Update mesh geometry after adding stuff.
-    mesh.update()
-
-    # Deselect all objects.
-    bpy.ops.object.select_all(action='DESELECT')
-
-    if edit:
-        # Replace geometry of existing object
-
-        # Use the active obj and select it.
-        ob_new = obj_act
-        ob_new.selected = True
-
-        if obj_act.mode == 'OBJECT':
-            # Get existing mesh datablock.
-            old_mesh = ob_new.data
-
-            # Set object data to nothing
-            ob_new.data = None
-
-            # Clear users of existing mesh datablock.
-            old_mesh.user_clear()
-
-            # Remove old mesh datablock if no users are left.
-            if (old_mesh.users == 0):
-                bpy.data.meshes.remove(old_mesh)
-
-            # Assign new mesh datablock.
-            ob_new.data = mesh
-
-    else:
-        # Create new object
-        ob_new = bpy.data.objects.new(name, mesh)
-
-        # Link new object to the given scene and select it.
-        scene.objects.link(ob_new)
-        ob_new.selected = True
-
-        # Place the object at the 3D cursor location.
-        # apply viewRotaion
-        ob_new.matrix = align_matrix
-
-    if obj_act and obj_act.mode == 'EDIT':
-        if not edit:
-            # We are in EditMode, switch to ObjectMode.
-            bpy.ops.object.mode_set(mode='OBJECT')
-
-            # Select the active object as well.
-            obj_act.selected = True
-
-            # Apply location of new object.
-            scene.update()
-
-            # Join new object into the active.
-            bpy.ops.object.join()
-
-            # Switching back to EditMode.
-            bpy.ops.object.mode_set(mode='EDIT')
-
-            ob_new = obj_act
-
-    else:
-        # We are in ObjectMode.
-        # Make the new object the active one.
-        scene.objects.active = ob_new
-
-    return ob_new
-
-
-# A very simple "bridge" tool.
-# Connects two equally long vertex rows with faces.
-# Returns a list of the new faces (list of  lists)
-#
-# vertIdx1 ... First vertex list (list of vertex indices).
-# vertIdx2 ... Second vertex list (list of vertex indices).
-# closed ... Creates a loop (first & last are closed).
-# flipped ... Invert the normal of the face(s).
-#
-# Note: You can set vertIdx1 to a single vertex index to create
-#       a fan/star of faces.
-# Note: If both vertex idx list are the same length they have
-#       to have at least 2 vertices.
-def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
-    faces = []
-
-    if not vertIdx1 or not vertIdx2:
-        return None
-
-    if len(vertIdx1) < 2 and len(vertIdx2) < 2:
-        return None
-
-    fan = False
-    if (len(vertIdx1) != len(vertIdx2)):
-        if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
-            fan = True
-        else:
-            return None
-
-    total = len(vertIdx2)
-
-    if closed:
-        # Bridge the start with the end.
-        if flipped:
-            face = [
-                vertIdx1[0],
-                vertIdx2[0],
-                vertIdx2[total - 1]]
-            if not fan:
-                face.append(vertIdx1[total - 1])
-            faces.append(face)
-
-        else:
-            face = [vertIdx2[0], vertIdx1[0]]
-            if not fan:
-                face.append(vertIdx1[total - 1])
-            face.append(vertIdx2[total - 1])
-            faces.append(face)
-
-    # Bridge the rest of the faces.
-    for num in range(total - 1):
-        if flipped:
-            if fan:
-                face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
-            else:
-                face = [vertIdx2[num], vertIdx1[num],
-                    vertIdx1[num + 1], vertIdx2[num + 1]]
-            faces.append(face)
-        else:
-            if fan:
-                face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
-            else:
-                face = [vertIdx1[num], vertIdx2[num],
-                    vertIdx2[num + 1], vertIdx1[num + 1]]
-            faces.append(face)
-
-    return faces
-
-
-def add_star(points, outer_radius, inner_radius, height):
-    PI_2 = pi * 2
-    z_axis = (0, 0, 1)
-
-    verts = []
-    faces = []
-
-    segments = points * 2
-
-    half_height = height / 2.0
-
-    vert_idx_top = len(verts)
-    verts.append(Vector((0.0, 0.0, half_height)))
-
-    vert_idx_bottom = len(verts)
-    verts.append(Vector((0.0, 0.0, -half_height)))
-
-    edgeloop_top = []
-    edgeloop_bottom = []
-
-    for index in range(segments):
-        quat = Quaternion(z_axis, (index / segments) * PI_2)
-
-        if index % 2:
-            # Uneven
-            radius = outer_radius
-        else:
-            # Even
-            radius = inner_radius
-
-        edgeloop_top.append(len(verts))
-        vec = Vector((radius, 0, half_height)) * quat
-        verts.append(vec)
-
-        edgeloop_bottom.append(len(verts))
-        vec = Vector((radius, 0, -half_height)) * quat
-        verts.append(vec)
-
-
-
-    faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True)
-    faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True)
-    faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom,
-        flipped=True, closed=True)
-
-    faces.extend(faces_top)
-    faces.extend(faces_outside)
-    faces.extend(faces_bottom)
-
-    return verts, faces
-
-
-class AddStar(bpy.types.Operator):
-    '''Add a star mesh.'''
-    bl_idname = "mesh.primitive_star_add"
-    bl_label = "Add Star"
-    bl_options = {'REGISTER', 'UNDO'}
-
-    # edit - Whether to add or update.
-    edit = BoolProperty(name="",
-        description="",
-        default=False,
-        options={'HIDDEN'})
-    points = IntProperty(name="Points",
-        description="Number of points for the star",
-        min=2,
-        max=256,
-        default=5)
-    outer_radius = FloatProperty(name="Outer Radius",
-        description="Outer radius of the star",
-        min=0.01,
-        max=9999.0,
-        default=1.0)
-    innter_radius = FloatProperty(name="Inner Radius",
-        description="Inner radius of the star",
-        min=0.01,
-        max=9999.0,
-        default=0.5)
-    height = FloatProperty(name="Height",
-        description="Height of the star",
-        min=0.01,
-        max=9999.0,
-        default=0.5)
-    align_matrix = Matrix()
-
-    def execute(self, context):
-        props = self.properties
-
-        verts, faces = add_star(
-            props.points,
-            props.outer_radius,
-            props.innter_radius,
-            props.height)
-
-        obj = create_mesh_object(context, verts, [], faces, "Star",
-            props.edit, self.align_matrix)
-
-        # Store 'recall' properties in the object.
-        recall_args_list = {
-            "edit": True,
-            "points": props.points,
-            "outer_radius": props.outer_radius,
-            "innter_radius": props.innter_radius,
-            "height": props.height}
-        store_recall_properties(obj, self, recall_args_list)
-
-        return {'FINISHED'}
-
-    def invoke(self, context, event):
-        self.align_matrix = align_matrix(context)
-        self.execute(context)
-        return {'FINISHED'}
-
-# Register the operator
-
-menu_func = (lambda self, context: self.layout.operator(AddStar.bl_idname,
-                                        text="Star", icon='PLUGIN'))
-
-
-def register():
-    bpy.types.register(AddStar)
-
-    # Add "Star" menu to the "Add Mesh" menu.
-    bpy.types.INFO_MT_mesh_add.append(menu_func)
-
-
-def unregister():
-    bpy.types.unregister(AddStar)
-
-    # Remove "Star" menu from the "Add Mesh" menu.
-    bpy.types.INFO_MT_mesh_add.remove(menu_func)
-
-if __name__ == "__main__":
-    register()
diff --git a/add_mesh_wedge.py b/add_mesh_wedge.py
deleted file mode 100644
index e251ce4b3fce59c786a5c01efec98ddb0183a29d..0000000000000000000000000000000000000000
--- a/add_mesh_wedge.py
+++ /dev/null
@@ -1,359 +0,0 @@
-# add_mesh_wedge.py Copyright (C) 2008-2009, FourMadMen.com
-#
-# add wedge to the blender 2.50 add->mesh menu
-# ***** BEGIN GPL LICENSE BLOCK *****
-#
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.	See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-#
-# ***** END GPL LICENCE BLOCK *****
-
-bl_addon_info = {
-    'name': 'Add Mesh: Wedge',
-    'author': 'fourmadmen',
-    'version': '1.2',
-    'blender': (2, 5, 3),
-    'location': 'View3D > Add > Mesh ',
-    'description': 'Adds a mesh Wedge to the Add Mesh menu',
-    'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
-        'Scripts/Add_Wedge',
-    'category': 'Add Mesh'}
-
-
-"""
-Name: 'Wedge'
-Blender: 250
-Group: 'AddMesh'
-Tip: 'Add Wedge Object...'
-__author__ = ["Four Mad Men", "FourMadMen.com"]
-__version__ = '0.10'
-__url__ = [""]
-email__=["bwiki {at} fourmadmen {dot} com"]
-
-Usage:
-
-* Launch from Add Mesh menu
-
-* Modify parameters as desired or keep defaults
-
-"""
-
-
-import bpy
-from bpy.props import *
-from mathutils import *
-
-
-# Stores the values of a list of properties and the
-# operator id in a property group ('recall_op') inside the object.
-# Could (in theory) be used for non-objects.
-# Note: Replaces any existing property group with the same name!
-# ob ... Object to store the properties in.
-# op ... The operator that should be used.
-# op_args ... A dictionary with valid Blender
-#             properties (operator arguments/parameters).
-def store_recall_properties(ob, op, op_args):
-    if ob and op and op_args:
-        recall_properties = {}
-
-        # Add the operator identifier and op parameters to the properties.
-        recall_properties['op'] = op.bl_idname
-        recall_properties['args'] = op_args
-
-        # Store new recall properties.
-        ob['recall'] = recall_properties
-
-
-# calculates the matrix for the new object
-# depending on user pref
-def align_matrix(context):
-    loc = TranslationMatrix(context.scene.cursor_location)
-    obj_align = context.user_preferences.edit.object_align
-    if (context.space_data.type == 'VIEW_3D'
-        and obj_align == 'VIEW'):
-        rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
-    else:
-        rot = Matrix()
-    align_matrix = loc * rot
-    return align_matrix
-
-
-# Create a new mesh (object) from verts/edges/faces.
-# verts/edges/faces ... List of vertices/edges/faces for the
-#                       new mesh (as used in from_pydata).
-# name ... Name of the new mesh (& object).
-# edit ... Replace existing mesh data.
-# Note: Using "edit" will destroy/delete existing mesh data.
-def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
-    scene = context.scene
-    obj_act = scene.objects.active
-
-    # Can't edit anything, unless we have an active obj.
-    if edit and not obj_act:
-        return None
-
-    # Create new mesh
-    mesh = bpy.data.meshes.new(name)
-
-    # Make a mesh from a list of verts/edges/faces.
-    mesh.from_pydata(verts, edges, faces)
-
-    # Update mesh geometry after adding stuff.
-    mesh.update()
-
-    # Deselect all objects.
-    bpy.ops.object.select_all(action='DESELECT')
-
-    if edit:
-        # Replace geometry of existing object
-
-        # Use the active obj and select it.
-        ob_new = obj_act
-        ob_new.selected = True
-
-        if obj_act.mode == 'OBJECT':
-            # Get existing mesh datablock.
-            old_mesh = ob_new.data
-
-            # Set object data to nothing
-            ob_new.data = None
-
-            # Clear users of existing mesh datablock.
-            old_mesh.user_clear()
-
-            # Remove old mesh datablock if no users are left.
-            if (old_mesh.users == 0):
-                bpy.data.meshes.remove(old_mesh)
-
-            # Assign new mesh datablock.
-            ob_new.data = mesh
-
-    else:
-        # Create new object
-        ob_new = bpy.data.objects.new(name, mesh)
-
-        # Link new object to the given scene and select it.
-        scene.objects.link(ob_new)
-        ob_new.selected = True
-
-        # Place the object at the 3D cursor location.
-        # apply viewRotaion
-        ob_new.matrix = align_matrix
-
-    if obj_act and obj_act.mode == 'EDIT':
-        if not edit:
-            # We are in EditMode, switch to ObjectMode.
-            bpy.ops.object.mode_set(mode='OBJECT')
-
-            # Select the active object as well.
-            obj_act.selected = True
-
-            # Apply location of new object.
-            scene.update()
-
-            # Join new object into the active.
-            bpy.ops.object.join()
-
-            # Switching back to EditMode.
-            bpy.ops.object.mode_set(mode='EDIT')
-
-            ob_new = obj_act
-
-    else:
-        # We are in ObjectMode.
-        # Make the new object the active one.
-        scene.objects.active = ob_new
-
-    return ob_new
-
-
-# A very simple "bridge" tool.
-# Connects two equally long vertex rows with faces.
-# Returns a list of the new faces (list of  lists)
-#
-# vertIdx1 ... First vertex list (list of vertex indices).
-# vertIdx2 ... Second vertex list (list of vertex indices).
-# closed ... Creates a loop (first & last are closed).
-# flipped ... Invert the normal of the face(s).
-#
-# Note: You can set vertIdx1 to a single vertex index to create
-#       a fan/star of faces.
-# Note: If both vertex idx list are the same length they have
-#       to have at least 2 vertices.
-def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
-    faces = []
-
-    if not vertIdx1 or not vertIdx2:
-        return None
-
-    if len(vertIdx1) < 2 and len(vertIdx2) < 2:
-        return None
-
-    fan = False
-    if (len(vertIdx1) != len(vertIdx2)):
-        if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
-            fan = True
-        else:
-            return None
-
-    total = len(vertIdx2)
-
-    if closed:
-        # Bridge the start with the end.
-        if flipped:
-            face = [
-                vertIdx1[0],
-                vertIdx2[0],
-                vertIdx2[total - 1]]
-            if not fan:
-                face.append(vertIdx1[total - 1])
-            faces.append(face)
-
-        else:
-            face = [vertIdx2[0], vertIdx1[0]]
-            if not fan:
-                face.append(vertIdx1[total - 1])
-            face.append(vertIdx2[total - 1])
-            faces.append(face)
-
-    # Bridge the rest of the faces.
-    for num in range(total - 1):
-        if flipped:
-            if fan:
-                face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
-            else:
-                face = [vertIdx2[num], vertIdx1[num],
-                    vertIdx1[num + 1], vertIdx2[num + 1]]
-            faces.append(face)
-        else:
-            if fan:
-                face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
-            else:
-                face = [vertIdx1[num], vertIdx2[num],
-                    vertIdx2[num + 1], vertIdx1[num + 1]]
-            faces.append(face)
-
-    return faces
-
-
-# @todo Align wedge aling axis?
-def add_wedge(size_x, size_y, size_z):
-    verts = []
-    faces = []
-
-    size_x /= 2.0
-    size_y /= 2.0
-    size_z /= 2.0
-
-    vIdx_top = []
-    vIdx_bot = []
-
-    vIdx_top.append(len(verts))
-    verts.append(Vector((-size_x, -size_y, size_z)))
-    vIdx_bot.append(len(verts))
-    verts.append(Vector((-size_x, -size_y, -size_z)))
-
-    vIdx_top.append(len(verts))
-    verts.append(Vector((size_x, -size_y, size_z)))
-    vIdx_bot.append(len(verts))
-    verts.append(Vector((size_x, -size_y, -size_z)))
-
-    vIdx_top.append(len(verts))
-    verts.append(Vector((-size_x, size_y, size_z)))
-    vIdx_bot.append(len(verts))
-    verts.append(Vector((-size_x, size_y, -size_z)))
-
-    faces.append(vIdx_top)
-    faces.append(vIdx_bot)
-    faces_outside = createFaces(vIdx_top, vIdx_bot, closed=True)
-    faces.extend(faces_outside)
-
-    return verts, faces
-
-
-class AddWedge(bpy.types.Operator):
-    '''Add a wedge mesh.'''
-    bl_idname = "mesh.primitive_wedge_add"
-    bl_label = "Add Wedge"
-    bl_options = {'REGISTER', 'UNDO'}
-
-    # edit - Whether to add or update.
-    edit = BoolProperty(name="",
-        description="",
-        default=False,
-        options={'HIDDEN'})
-    size_x = FloatProperty(name="Size X",
-        description="Size along the X axis",
-        min=0.01,
-        max=9999.0,
-        default=2.0)
-    size_y = FloatProperty(name="Size Y",
-        description="Size along the Y axis",
-        min=0.01,
-        max=9999.0,
-        default=2.0)
-    size_z = FloatProperty(name="Size Z",
-        description="Size along the Z axis",
-        min=0.01,
-        max=9999.0,
-        default=2.00)
-    align_matrix = Matrix()
-
-    def execute(self, context):
-        props = self.properties
-
-        verts, faces = add_wedge(
-            props.size_x,
-            props.size_y,
-            props.size_z)
-
-        obj = create_mesh_object(context, verts, [], faces, "Wedge",
-            props.edit, self.align_matrix)
-
-        # Store 'recall' properties in the object.
-        recall_args_list = {
-            "edit": True,
-            "size_x": props.size_x,
-            "size_y": props.size_y,
-            "size_z": props.size_z}
-        store_recall_properties(obj, self, recall_args_list)
-
-        return {'FINISHED'}
-
-    def invoke(self, context, event):
-        self.align_matrix = align_matrix(context)
-        self.execute(context)
-        return {'FINISHED'}
-
-# Register the operator
-menu_func = (lambda self, context: self.layout.operator(AddWedge.bl_idname,
-    text="Add Wedge", icon='PLUGIN'))
-
-
-def register():
-    bpy.types.register(AddWedge)
-
-    # Add "Wedge" menu to the "Add Mesh" menu.
-    bpy.types.INFO_MT_mesh_add.append(menu_func)
-
-
-def unregister():
-    bpy.types.unregister(AddWedge)
-
-    # Remove "Wedge" menu from the "Add Mesh" menu.
-    bpy.types.INFO_MT_mesh_add.remove(menu_func)
-
-if __name__ == "__main__":
-    register()