== Sculpt Mode ==
Improved some memory allocation; it doesn't actually use less memory now, just avoids reallocating the same block of memory over and over again.
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@@ -269,6 +269,11 @@ void sculptmode_free_all(Scene *sce)
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sculptmode_free_session(sce);
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if(projverts) {
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MEM_freeN(projverts);
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projverts = NULL;
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}
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for(a=0; a<MAX_MTEX; a++) {
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MTex *mtex= sd->mtex[a];
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if(mtex) {
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@@ -1563,8 +1568,9 @@ void sculptmode_update_all_projverts(float *vertcosnos)
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Mesh *me= get_mesh(OBACT);
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unsigned i;
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if(projverts) MEM_freeN(projverts);
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projverts= MEM_mallocN(sizeof(ProjVert)*me->totvert,"ProjVerts");
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if(!projverts)
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projverts = MEM_mallocN(sizeof(ProjVert)*me->totvert,"ProjVerts");
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for(i=0; i<me->totvert; ++i) {
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project(vertcosnos ? &vertcosnos[i * 6] : me->mvert[i].co, projverts[i].co);
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projverts[i].inside= 0;
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@@ -1708,9 +1714,12 @@ void sculpt(void)
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ss->vertexcosnos = NULL;
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/* Check that vertex users are up-to-date */
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if(ob != active_ob || ss->vertex_users_size != get_mesh(ob)->totvert) {
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if(ob != active_ob || !ss->vertex_users || ss->vertex_users_size != get_mesh(ob)->totvert) {
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sculptmode_free_vertexusers(ss);
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calc_vertex_users();
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if(projverts)
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MEM_freeN(projverts);
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projverts = NULL;
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active_ob= ob;
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}
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@@ -1721,9 +1730,6 @@ void sculpt(void)
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getmouseco_areawin(mvalo);
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/* Make sure sculptdata has been init'd properly */
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if(!ss->vertex_users) calc_vertex_users();
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/* Init texture
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FIXME: Shouldn't be doing this every time! */
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if(sd->texrept!=SCULPTREPT_3D)
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@@ -1859,8 +1865,6 @@ void sculpt(void)
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BLI_freelistN(&ss->damaged_rects);
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}
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if(projverts) MEM_freeN(projverts);
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projverts= NULL;
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if(e.layer_disps) MEM_freeN(e.layer_disps);
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if(e.layer_store) MEM_freeN(e.layer_store);
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/* Free GrabData */
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