- update storage.c to use standard time codes (should fix issue
with MSVS 8) - broke mesh_create_shadedColors out of shadeDispList, used to build vertex colors for mesh in vpaint as well (also fixed bug where they were not initialized correctly for subsurfs) - added modifier_copyData and modifier_findByType functions - change editmode modifiers to only calculate if Realtime and Editmode bits are both set, makes more sense for copying modifiers - update object_copy to correctly copy modifiers - removed duplicate redefinition of ME_ attributes in python, this is a horrible idea, why was it done in the first place? - update armature auto vertex group code to check for subsurf in modifier stack - fixed flip_subdivision to work with move to modifier stack - added copymenu_modifiers, can copy all modifiers or just data from first modifier of a certain type (not sure how to deal with multiple modifiers of same type... not a big issue though I think)
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@@ -1807,7 +1807,7 @@ static void tb_do_mesh(void *arg, int event){
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case 2: G.f ^= G_DRAWEDGES; break;
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case 3: G.f ^= G_DRAWFACES; break;
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case 4: G.f ^= G_DRAWNORMALS; break;
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case 5: me->flag ^= ME_SUBSURF; DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA); break;
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case 5: flip_subdivison(OBACT, -1); break;
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case 6: me->flag ^= ME_OPT_EDGES; DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA); break;
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}
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addqueue(curarea->win, REDRAW, 1);
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