This way. IMHO is more useful since it means you can simplify the geometry between faces without joining them and it distinguishes vertex dissolve more from edge dissolve - which will join both faces still.
Previously the function took 'invert' and 'add' parameters to indicate
what operation should be performed on the displacements, replaced
these with three named modes: APPLY_DISPLACEMENTS, CALC_DISPLACEMENTS,
and ADD_DISPLACEMENTS.
now collapse the vertex into the edges.
also disable removing the vertrex when it could not be collapsed (old code), found it could would connected faces which isn't acceptable - now return fail in that case.
* better type safety for BM_elem_flag_* and BM_elem_index_* functions.
* add BMElem type to be used where BMFace/Edge/Vert/Loop can be interchanged.
* fix bug in select manifold, found when making functions more strict.
dont set the header text multiple times when many objects are selected, instead just print the difference thats applied.
when theres a single object selected, behavior us unchanged.
* change BMO_elem_flag_* defines to inline functions.
* BMO_slot_map_insert() is too big for an inline function - un-inline it.
* remove redundant casts.
* added BM_elem_flag_set, BMO_elem_flag_set. to avoid 'if(...) enable(); else disable();' all over the place.
* added bmesh_operator_api_inline.c, the header file was getting messy.
Disabled double-side lighting by default and changed areas which are using
double sided lighting to switch it off just after doing stuff which requires
double side.
This makes code a bit more simple to follow (no all that disabling double side
lighting all over the code and so).
This change also fixes crash of blender caused by intel gme965 driver which
leads to stack corruption in some place when double side lighting isn't
disabled (probably driver still kind of using double side in some areas or so).
Hopefully it'll also fix#30293: Converting Text to Mesh
Thanks to Campbell to assist writing this patch!
* BMFace.copy_from_face_interp(face)
* BMLoop.copy_from_face_interp(face, vert=True, multires=True)
These are important for rebuilding geometry from existing faces without loosing UV's, vcols etc.
* ntreeCompositExecTree accessed 'ntree' before NULL check.
* BM_face_triangulate accessed 'f' before NULL check.
also quiet warning in BKE_text_to_curve() and add a check for BMesh bridge loops so it knows quicker if it can copy loop data or not.
Since FFmpeg 0.10 release FFV1 codec supports alpha channel which is getting
enabled when using PIX_FMT_RGB32 pixel format. This leads to incompatibility of
videos rendered in Blender with almost all external players (especially in OSX).
Seems that PIX_FMT_BGR0 is recommended to be used to make videos compatible with
older players which doesn't support alpha channel in FFV1.
Also added an option to switch to RGBA rendering if FFV1 codec is used and if RGBA
rendering is used FFV1 will be using PIX_FMT_RGB32 format which supports alpha channel.
* remove 'select' and 'hide' from BMLoop
* remove BMesh.update
* add BMesh.normal_update(skip_hidden=False)
* add BMElemSet.index_update(), eg: bm.verts.index_update()
bmesh api
* BM_mesh_normals_update() now takes skip_hidden as an argument
(previously this was default behavior), however this isnt good when
using BMesh modifiers, where you want all normals to be recalculated.
* add bm_iter_itype_htype_map[], to get the iter type from a BMesh
iterator.