Hi, thanks for the report. API has been changed for nodetree in 4.0, see: https://developer.blender.org/docs/release_notes/4.0/python_api/#node-groups use
tree.interface.item_tree
Thanks.…
I would suggest using a boolean attribute for selections. Did you consider that?
-_- You're kidding right?
One of my projects is over 18,000 nodes. There's no realistic way to know where…
o_0
I have to use indices. There is no other options to select exactly the points/edges/faces I need.
There isn't any reason to go through all the extra work to change indices of existing…
Please make the end result of "Split Edges" not reindex the existing edges. That breaks a lot of things. blender/blender#110480
Thanks for the hard work!
It's hard to tell, but it looks like this revision broke indexing:
It looks like 430 randomly shuffles the index around for no…
When you split an edge, all existing edges keep their index, and the new one gets the first available index.
It's not supposed to just jumble them up. It worked fine in 3.6 beta.
If the geometry changes, the indices can be anything?
No.
Confirmed. This is fixed in 4.0 Alpha. Thanks!
I can reproduce this in last 3.6, but not in last 4.0. Can you confirm?
Downloading 4.0A now to verify.
I included all the requested info in the last post.
But hear it is again.
System Information Operating system: All Graphics card: All
Blender Version Broken: All Worked:…
Found the issue:
caf0024463/source/blender/geometry/intern/mesh_copy_selection.cc (L92)
In "mapped_corner_selection_from_poly…
Never mind. I figured it out. It starts with the edge that has the lowest summation of edge indices. Then goes to the edge connected to B vertex of "current edge".
Thanks for the report and for digging into the code, but this actually isn't a bug. The two functions use different implementations for performance reasons; the "individual" mode is much faster…