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.
This commit is contained in:
2008-12-31 17:11:42 +00:00
parent b65a3e9337
commit c9b60a7b64
51 changed files with 530 additions and 390 deletions

View File

@@ -396,6 +396,8 @@ static void wm_window_match_init(bContext *C, ListBase *wmlist)
}
}
ED_editors_exit(C);
return;
if(wm==NULL) return;
if(G.fileflags & G_FILE_NO_UI) return;
@@ -517,6 +519,7 @@ void WM_read_file(bContext *C, char *name, ReportList *reports)
ListBase wmbase;
/* put aside screens to match with persistant windows later */
/* also exit screens and editors */
wm_window_match_init(C, &wmbase);
retval= BKE_read_file(C, name, NULL, reports);