Revision 37ff2a2 by Campbell Barton February 12, 2012, 18:43 (GMT) |
BMesh api function naming. `_set` suffix was used in two ways (confusing) * to set a flag to be enabled. * to set a value passed as an argument. now use enable/disable rather then set/clear for functions which change flags. also remove BME_weld.c, the file didnt contain much code and the current extrude works well |
Revision c34af2c by Bastien Montagne February 12, 2012, 18:17 (GMT) |
Fix for bevel weights not being set in toolbar buttons (edit mode). Code simply mimics crease one... |
Revision 9a92cd8 by Campbell Barton February 12, 2012, 17:44 (GMT) |
bmesh minor refactor * add DM_to_bmesh_ex, DM_to_bmesh for converting a derived mesh to a BMesh (rather than a BMEditMesh) * have a generic variable for allocsize: bm_mesh_allocsize_default, rather than copying the values about. |
Revision 9099e59 by Campbell Barton February 12, 2012, 17:16 (GMT) |
fix error with mesh conversion, a mesh with no faces would not have selection history kept when converting from mesh to bmesh. |
Revision 39daef2 by Janne Karhu February 12, 2012, 16:47 (GMT) |
Bug fix: Explode modifier created invalid faces if "unborn", "alive" or "dead" setting was unchecked * Exploded faces that were meant to be hidden were still created with invalid vertices (0,0,0,0). * In normal cases this went unnoticed, but for example edge split modifier crashed when it encountered these faces. |
February 12, 2012, 15:30 (GMT) |
collada export: Don't write parentinverse if ob->parent is NULL |
Revision 7c2715a by Campbell Barton February 12, 2012, 15:02 (GMT) |
rename CDDM_To_BMesh to DM_to_editbmesh, since theres no requirement for the input to be a CDDM. remove conversions to CDDM for edge split and bevel (will give some speedup). |
Revision 2fcb6d0 by Campbell Barton February 12, 2012, 14:40 (GMT) |
style cleanup for bmesh headers - use consistant header guards - correct doxy comments - remove ED_toolmode.h (unused) |
Revision 58475ba by Sergey Sharybin February 12, 2012, 12:07 (GMT) |
Fix #30110: Outliner view: restriction icons not updating when toggling from Groups view Fixed by using proper button type. |
Revision 07ca47f by Campbell Barton February 12, 2012, 11:58 (GMT) |
indentation cleanup |
Revision 3e134b6 by Sergey Sharybin February 12, 2012, 11:42 (GMT) |
Fix #30151: Allow Negative Frames does not affect arrow keys Patch by Tobias Johansson, thanks! |
Revision 883788e by Campbell Barton February 12, 2012, 11:39 (GMT) |
prefix bmesh operator files with bmo_ (otherwise adding breakpoints in files like utils.c can be a pain). also remove bmesh_filters.h which wasnt used. |
Revision 6e38297 by Antonis Ryakiotakis February 12, 2012, 11:27 (GMT) |
Fix: Avoid freeing frect, it always points to a buffer that will be freed later, like srgb_frect or ftilerect on or must not be freed, like Imbuf array itself. |
Revision 6afa4da by Sergey Sharybin February 12, 2012, 11:21 (GMT) |
Fix #30152: Several drag and drop of image on mesh crashes Issue was caused by making and loading editMesh in drop_named_image_invoke, which lead to freeing/changing pointers used by CustomData layers. Some of this pointers might be used by DerivedMesh, so we need to update DerivedMesh after loading EditMesh. |
Revision b6dcdb0 by Campbell Barton February 12, 2012, 10:51 (GMT) |
code refactor, function renaming for bmesh. These changes are to make the bmesh api more consistent and easier to learn, grouping similar functions which is convenient for autocomplete. This uses similar convention to RNA. * use face/loop/edge/vert as a prefix for functions. * use 'elem' as a prefix too for functions that can take any type with a BMHeader. * changed from camel case to underscore separated (like RNA). |
Revision bbff678 by Sergey Sharybin February 12, 2012, 10:23 (GMT) |
Fix #30132: "Add Game Property" works incorrect after "Add Text Game Property" Issues was caused by operator props "presets" which was reusing name of property on every run of OBJECT_OT_game_property_new. This run into conflict with how text property is determining -- it's stupid name comparsion which worked unexpectable after adding and removing text property. Solved by using empty (default) name for game_property_new when crating game property. |
Revision 6bfd6c0 by Sergey Sharybin February 12, 2012, 09:04 (GMT) |
Regression fix for "Show Seconds" in Sequencer. It was missed RNA property in Sequencer space which lead to issues after recent refactoring of related areas. |
Revision 8b43813 by Campbell Barton February 12, 2012, 06:24 (GMT) |
rename BM_ flags for `BMHeader->hflag` to BM_ELEM_ to be more clear that these flags apply to bmesh elements. |
Revision 467e49e by Campbell Barton February 12, 2012, 06:09 (GMT) |
remove some unused defines |
Revision 5a2454c by Janne Karhu February 12, 2012, 00:43 (GMT) |
Fix [#29737] Can't edit particle hair if particle count is 0. * Hair wasn't flagged as "done" if particle count was 0 before setting particles as hair, so particle edit mode didn't work. |
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