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author | Bastien Montagne <montagne29@wanadoo.fr> | 2014-10-21 19:01:56 +0400 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2014-10-21 19:06:42 +0400 |
commit | 21836250c06c87bb267948bcc559b474e8ced564 (patch) | |
tree | 13aeee285336b7bacd56bb44b8160bf4ff95733b /build_files | |
parent | b770964558c49d6cbdd766956d9dde4100dcc75f (diff) |
Fix T42260: By repeatedly joining meshes, you could end up with thousands of UVLayers
This is only an indirect fix, in fact: this commit adds a public API to check
the maximum number of a given layer type (`CustomData_layertype_layers_max()`),
and uses it to forbid too much layer creation in `CustomData_merge()`.
This only affects UVs/VCol data though, but merge behavior in itself is not a bug
actually, how user managed to get thousands of different UV layer names remain
rather mysterious...
Diffstat (limited to 'build_files')
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