2.5
So, editmode mesh is back! :) At the moment only TABkey works and mouse select, 1 vertex at a time. More will follow of course. Note for the devs: - G.editMesh has been removed, be careful with old code. - EditMesh now is property of Mesh itself Although it means unlimited editmodes, for migration purposes we better stick to 1 "obedit" per scene, which is in Context too - G.obedit will get removed soon, so use CTX_data_edit_object(C) Or if you can't, just scene->obedit for now - Also removed the CTX_data_edit_mesh(), this has no meaning anymore. EditMesh is not context senstitive anymore, only the edit-object for time being is. - Martin: I've already tucked some EditMesh pointer in T and removed all G.editMesh there.
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@@ -396,6 +396,8 @@ static void wm_window_match_init(bContext *C, ListBase *wmlist)
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}
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}
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ED_editors_exit(C);
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return;
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if(wm==NULL) return;
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if(G.fileflags & G_FILE_NO_UI) return;
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@@ -517,6 +519,7 @@ void WM_read_file(bContext *C, char *name, ReportList *reports)
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ListBase wmbase;
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/* put aside screens to match with persistant windows later */
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/* also exit screens and editors */
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wm_window_match_init(C, &wmbase);
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retval= BKE_read_file(C, name, NULL, reports);
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