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authorCampbell Barton <ideasman42@gmail.com>2007-09-19 20:28:52 +0400
committerCampbell Barton <ideasman42@gmail.com>2007-09-19 20:28:52 +0400
commit28ae78a745bab375ee227be8846479a4afc02ffd (patch)
treeb69d30c61a66b1a8e430c78f149154d96d1967f0 /source/blender/src/editmesh_mods.c
parent1c603b63c712a539056e122f3facbfdfcc3dd912 (diff)
reworked how tile functions, seperated image and tile setting functions/events and made tile work with image pinning.
changed how image replace works, it used to load a new image and then assign that image to all faces in meshes active UV layer. without replacing images in textures or images on inactive UV layers now it simply changes the filename of the existing image and reloads the contense. This is different in some other subtle ways, 1) replace used to use an existing image if it was available, this could be confusing because when I replaced with an image I didnt like, but had alredy applied to objects in some other scene, replacing again would alter the images from models unintentionally. 2) since replace used to load a new image, it would load with a new name. at the moment the name is left unchanged, This is better when dealing with linked libraries. because when replacing a images, anything linking to that texture gets broken. since imaged can get automatically named strings longer then its possible to enter into the user interface, you could wind up with some really annoying cases where it wasnt possible to type in the original name again. Since this replace effects everything usiung the image, we may want to have 2 replace functions, "Replace Globaly" and "Replace in Mesh"
Diffstat (limited to 'source/blender/src/editmesh_mods.c')
-rw-r--r--source/blender/src/editmesh_mods.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/src/editmesh_mods.c b/source/blender/src/editmesh_mods.c
index a0e632e9883..037c0118325 100644
--- a/source/blender/src/editmesh_mods.c
+++ b/source/blender/src/editmesh_mods.c
@@ -3408,6 +3408,7 @@ void Face_Menu() {
ret= pupmenu(
"Face Specials%t|Flip Normals%x1|Bevel%x2|Shade Smooth%x3|Shade Flat%x4|"
"Triangulate (Ctrl T)%x5|Quads from Triangles (Alt J)%x6|Flip Triangle Edges (Ctrl Shift F)%x7|%l|"
+ "Face Mode Set%x8|Face Mode Clear%x9|%l|"
"UV Rotate (Shift - CCW)%x10|UV Mirror (Shift - Switch Axis)%x11|"
"Color Rotate (Shift - CCW)%x12|Color Mirror (Shift - Switch Axis)%x13");
@@ -3439,7 +3440,12 @@ void Face_Menu() {
case 7: /* Flip triangle edges */
edge_flip();
break;
-
+ case 8:
+ mesh_set_face_flags(1);
+ break;
+ case 9:
+ mesh_set_face_flags(0);
+ break;
/* uv texface options */
case 10: