When in sculptmode, enter editmode, add faces or vertices, exit editmode,
then undos/redos screw up mesh.

Now the stack for sculpt is freed. Later on one could precisely test why
this undo isn't resistant to such changes.
This commit is contained in:
2007-02-15 20:32:08 +00:00
parent b5ca98f143
commit 05de3fb3d5
3 changed files with 33 additions and 26 deletions

View File

@@ -1696,6 +1696,9 @@ void exit_editmode(int flag) /* freedata==0 at render, 1= freedata, 2= do undo b
allqueue(REDRAWIMAGE, 0);
if(G.f & G_WEIGHTPAINT)
mesh_octree_table(G.obedit, NULL, 'e');
/* to be sure, adding/removing data crashes undo for sculpt (ton) */
if(G.f & G_SCULPTMODE)
sculptmode_undo_free(G.scene);
}
else if (G.obedit->type==OB_ARMATURE){
load_editArmature();