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authorTon Roosendaal <ton@blender.org>2009-01-10 17:19:14 +0300
committerTon Roosendaal <ton@blender.org>2009-01-10 17:19:14 +0300
commitdd97c080062bfa01883f6d6e9f2f6c0b8a0ba8c1 (patch)
tree6ffe875d47aafc0a8d7dea9c45e94ee25f35589a /source/blender/editors/mesh/meshtools.c
parenta7932f745243e5cb0192ec6bbef58dcea34faf0f (diff)
2.5
- Weightpaint back (CTRL+TAB or menu) Also weightpaint is sortof non-modal, allowing to use all existing hotkeys while in paint mode. Only leftmouse is overridden. - Made vpaint and wpaint entirely local, stored in scene (and saved!) - Small bugfix (also in 2.48): on weightpaint mode, all armature objects in 3d window were drawing as active poses. Now only the armature deformer is. Nice point for the UI agenda: are paint modes on ACTION mouse? Only then you can combine it with SELECT mouse...
Diffstat (limited to 'source/blender/editors/mesh/meshtools.c')
-rw-r--r--source/blender/editors/mesh/meshtools.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/mesh/meshtools.c b/source/blender/editors/mesh/meshtools.c
index 1c95103bcc9..4f5426b44ef 100644
--- a/source/blender/editors/mesh/meshtools.c
+++ b/source/blender/editors/mesh/meshtools.c
@@ -725,7 +725,7 @@ intptr_t mesh_octree_table(Object *ob, EditMesh *em, float *co, char mode)
* we are using the undeformed coordinates*/
INIT_MINMAX(min, max);
- if(me->edit_mesh==em) {
+ if(em && me->edit_mesh==em) {
EditVert *eve;
for(eve= em->verts.first; eve; eve= eve->next)
@@ -766,7 +766,7 @@ intptr_t mesh_octree_table(Object *ob, EditMesh *em, float *co, char mode)
MeshOctree.table= MEM_callocN(MOC_RES*MOC_RES*MOC_RES*sizeof(void *), "sym table");
- if(me->edit_mesh==em) {
+ if(em && me->edit_mesh==em) {
EditVert *eve;
for(eve= em->verts.first; eve; eve= eve->next) {