Age | Commit message (Collapse) | Author |
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now stored in the loops.
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add filtering for document generator to support --partial bpy.types.SomeType
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vertex layers too.
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can type in any value, and only when sliding the number value there is a limit.
It was already possible to assign any value to a socket with node linking, so
this shouldn't cause any new issues.
Also raised the limits on the math nodes, with a patch by Agustin Benavidez.
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creating a new mesh with tessfaces and later converting to polygons, which wont work if polygons exist)
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sync. (entering editmode would show the wrong UV layer)
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changes.
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scripts are using this to modify the mesh and its confusing that the edits are not kept.
This also makes it clearer that the faces are for tessellated results only.
Added a section on the Gotcha's about upgrading scripts, the pros and cons of MeshTessFace/MeshPoly/BMFace.
and spesifically how to upgrade importers and exporters for 2.63+.
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Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines):
* The node types definitions into rna_nodetree_types.h
* The vgroup name functions into rna_particle.c
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old mesh MCol 'r' was blue, 'b' was red, but theres no reason to keep this for bmesh with MLoopCol.
Loading old files works, saving legacy format works too.
What wont work is loading a file after this revision and loading it in an older revision since the bmesh merge.
(it wont crash but the blue and red will be swapped on vertex color layers).
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messages.
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- tessface vertex color had the wrong sized array passing to rna_iterator_array_begin
- re-calculating tessface's would clear them if they were already created (own mistake)
- ED_mesh_color_add initialized tessface vertex colors from the loop color array
also made rna's mesh.tessface_vertex_colors.new() work like tessface_uv_textures.new()
where layers can be added as long as polygons are not present.
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needed for FBX export)
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add the function to create new UV layers, this only works when there are no polygon layers already created (to prevent confusion since scripts with polygon layers should be adding MTexPoly and MLoopUV layers)
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should now be capitalized).
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thanks to Nicholas Bishop for finding the cause of the problem.
don't tesselate on load, this means me->mface will be NULL by default.
we may need to have this set if existing uses of this array are not resolved before release - so add a define USE_TESSFACE_DEFAULT, to change this easily.
this is a rather indirect fix - need to take care here.
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- copy & rename EditMesh stricts for use with scanfill (remove unused members)
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Sync
missing notifier for header redraw.
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the requested name already exists.
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functions will be removed and reimplemented after the BMesh merge.
The main issue in an implementation of these functions is the need to constantly edit the vertex array and subsequently update the face and edge arrays.
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remove a specified number of elements from the end of their respective arrays. For example, removing two vertices removes the last two vertices of the mesh.
- Minor fixes to descriptions of add edge and add face functions.
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by Howard Trickey (howardt)
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previous commit.
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each quad would result in 2 duplis.
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This change adds RNA access to tesselated face UVs and colors (MTFACE and MCOL), primarily for use by plugin renderers (e.g. cycles). The RNA mesh properties to get to these are prefixed with "tessface_" and additionally the help text states that these are for renderers, to try not to confuse existing mesh editing tool scripts into thinking they could just start using these values.
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customdatalayer collections (especially as upcoming bmesh cycles changes will add a few more such collections)
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by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
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and separated to a cleanup change
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this is important because it runs while transforming the mesh in editmode.
also made this code a bit more efficient.
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from Geoffrey Bantle (briggs)
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