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Patch for making faces stop dissapearing when
using the decimator submitted by howardt in IRC.
Also fixed crash for when input mesh had less than
three triangles
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Select non manifold was not working properly
because BM_Nonmanifold_Edge considered border
edges to be manifold.
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Editmode selection flushing wasn't getting called
on primitive addition. This caused inconsistent
selection state.
Removed the DerivedMesh face iterators (they sucked).
This should make subsurf faster. Also sped up multires
a bit (not sure if it's strictly correct, need to look
at it later).
ED_view3d_init_mats_rv3d was calling glMultMatrixf() which was mostly harmless but could also lead to confusing bugs (2 reported previously).
Looked into this and every call to ED_view3d_init_mats_rv3d except for object drawing, doesn't need this so made a second version of ED_view3d_init_mats_rv3d - ED_view3d_init_mats_rv3d_gl which does the matrix multiplication, remove confusing checks in selection code.
- was using un-initialized stack memory if the source / target object had no vertex group.
- if the target object had no vertex groups it would fails silently (not a bug but not very good functionality)
- added an error message if any copying fails.
there is a minor problem with this commit:
0.00001 --> 0.00001 # good
0.000015 --> 0.000015 # good
0.0000199 --> 0.00002 # ok
0.00002 --> 0.000020 # wrong, has trailing 0
Tried to fix this but the case is hard to check for without more calculations which Id like to avoid.
This fix also allows for partial update of the image, speeding up painting.
The different code path implemented will be used to upload high resolution images to OpenGL when onion branch is merged.
Due to conversion of float textures to/from sRGB, corrections made to brush color sampling to take account of the image profile. This is not 100% correct yet as texture images used for projection painting strokes are not converted to/from sRGB yet(This has been decided due to loss of precision for 8-bit formats). It will have to do for now, though.
last-minute update, exr image loading is broken, will fix asap
This means script authors can perform actions using these callbacks rather then on drawing which puts blender in a readonly state.
Simple example:
import bpy
def up_func(self, context):
print("test")
bpy.types.Scene.testprop = bpy.props.FloatProperty(update=up_func)
bpy.context.scene.testprop = 11
# prints -> test
operator names instead of the internal names. This wasn't really noticeable,
expect that it broke automatically looking up shortcuts for display in menus.
added 'INTERNAL' operator flag so operators which are only meant to be called by other operators or internal use are not displayed to the user.
Currently only use this flag for the operator search toolbox, is ignored in debug mode.