diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2005-04-23 05:36:08 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2005-04-23 05:36:08 +0400 |
commit | c333ba8dfaa8e92483d29f3cf77988ce0e1beb3a (patch) | |
tree | b2a7ea6a784d0376f2c9fc4e77b5fbddd7f9e373 /source/blender/include/BDR_editface.h | |
parent | 375cf60462cadb8625b13f9b256f69df15831336 (diff) |
Merging over some uv editor tweaks from tuhopuu:
- Moved Weld/Align out of transform code, now it's a menu.
- Removed confirmation popups for LSCM unwrapping in the uv editor, didn't
make sense anymore now we have undo.
- Extended select linked, to work more like it does in edit mode:
- L: select linked uvs/faces under the mouse
- Shift+L: select/deselect linked uvs/faces under the mouse
(like shift+click for selecting single uvs/faces)
- Ctrl+L: how L worked before
- More accurate uv selection: when selecting one uv from a group of uvs that
are in the same position, it now selects the uv belonging to the face the
mouse is over, instead of a random uv.
- 'View Selected' (numpad .-key) for both faceselect mode and the uv editor.
Diffstat (limited to 'source/blender/include/BDR_editface.h')
-rw-r--r-- | source/blender/include/BDR_editface.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/include/BDR_editface.h b/source/blender/include/BDR_editface.h index 2670e5246f3..7eaf47d15d8 100644 --- a/source/blender/include/BDR_editface.h +++ b/source/blender/include/BDR_editface.h @@ -43,12 +43,12 @@ void default_tface(struct TFace *tface); void make_tfaces(struct Mesh *me); void reveal_tface(void); void hide_tface(void); -void select_linked_tfaces(void); +void select_linked_tfaces(int mode); void deselectall_tface(void); void selectswap_tface(void); void rotate_uv_tface(void); void minmax_tface(float *min, float *max); -int face_pick(struct Mesh *me, short x, short y); +int face_pick(struct Mesh *me, short x, short y, unsigned int *index); void face_select(void); void face_borderselect(void); float CalcNormUV(float *a, float *b, float *c); |