Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
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@@ -2002,7 +2002,7 @@ static void draw_mesh_fancy(Base *base, DerivedMesh *baseDM, DerivedMesh *dm, in
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else if(dt==OB_WIRE || totface==0) {
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draw_wire = 1;
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}
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else if( (ob==OBACT && (G.f & G_FACESELECT)) || (G.vd->drawtype==OB_TEXTURE && dt>OB_SOLID)) {
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else if( (ob==OBACT && (G.f & (G_FACESELECT|G_TEXTUREPAINT))) || (G.vd->drawtype==OB_TEXTURE && dt>OB_SOLID)) {
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if ((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&(G_FACESELECT|G_PICKSEL)) && !draw_wire) {
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draw_mesh_object_outline(ob, dm);
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@@ -2059,7 +2059,8 @@ static void draw_mesh_fancy(Base *base, DerivedMesh *baseDM, DerivedMesh *dm, in
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dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
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}
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else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mtface) {
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dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
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glColor3f(1.0f, 1.0f, 1.0f);
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dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0);
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}
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else do_draw= 1;
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}
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@@ -2177,7 +2178,7 @@ static int draw_mesh_object(Base *base, int dt, int flag)
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if(baseDM && realDM) draw_mesh_fancy(base, baseDM, realDM, dt, flag);
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if(me->totvert==0) retval= 1;
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baseDM->release(baseDM);
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realDM->release(realDM);
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}
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