Sculpt-dev: fix elastic deform brush
* Volume preservation had wrong bounds in elastic deform brush leading to wrong behavior. * Fixed unprojected_radius channel not being shown in header when scene radius unit is on. * Draw face sets now only fully rebuild draw buffers in indexed draw modes that require it.
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@@ -261,19 +261,26 @@ class _draw_tool_settings_context_mode:
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"accumulate" : ["Accu..", 2.5] #needs an icon
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}
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scene_radius = UnifiedPaintPanel.get_channel_value(context, brush, "radius_unit") == "SCENE"
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for ch in brush.channels:
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show_in_header = ch.show_in_header
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if ch.idname == "radius" and scene_radius:
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ch = brush.channels["unprojected_radius"]
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final_ch = ch
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if ch.inherit:
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sculpt.channels.ensure(ch)
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final_ch = sculpt.channels[ch.idname]
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row = row1.row(align=False).row(align=True)
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row.use_property_split = False
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row.use_property_decorate = False
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layoutuse_property_split = False
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if show_in_header:
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row = row1.row(align=False).row(align=True)
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row.use_property_split = False
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row.use_property_decorate = False
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layoutuse_property_split = False
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if ch.show_in_header:
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text = ch.name if ch.type in ["BOOL", "FLOAT", "INT"] else ""
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if final_ch.type in ["VEC3", "VEC4"]:
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