Fixed issues surrounding the increased vertex limit:
* Created a MESH_MAX_VERTS macro in DNA_mesh_types.h * fixed vert limit for converting displistmesh ==> mesh * fixed vert limit when doing boolean operations
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@@ -1070,7 +1070,7 @@ void exit_editmode(int freedata) /* freedata==0 at render */
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/* temporal */
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countall();
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if(G.totvert>2000000000L) {
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if(G.totvert>MESH_MAX_VERTS) {
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error("too many vertices");
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return;
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}
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