Removed the drawSelectedVerts and added drawSelectedVertices, which uses dm->foreachMappedVert.
In calc_weightpaint_vert_color():
Made the weight paint color black and return instead of input=-1
Made the pose bone selection normal when multi-paint is inactive.
Name fix for functions using mv instead of mvert.
Used vector functions provided by the math lib.
Changed some MEM_callocN references to be stacks.
Changed dm_deform_clear to use ob->derivedDeform primarily
Made the variable "float **changes" into "float (*changes)[2]"
Used CTX_data_active_object() in place of CTX_data_pointer_get_type()
Added the invert selection hotkey "Ctrl+I" to weight paint's vertex mask.
- merge object.vertex_group_lock_all / object.vertex_group_invert_locks / "object.vertex_group_unlock_all into one operator.
- change lock button from a checkbox to a lock icon.
Removed the extra, unused object mode specific selection functions I had added
(they aren't being used anywhere as of now, and they didn't support zbuffering).
The distance to/from the plane was added to the UI
The change that makes the vertex closest to the desired point is used instead of the most significant change.
--it's still really simplistic (and slow!) so don't try fixing an entire mesh! xD
Also, don't use it on a mesh with a mirror modifier yet, just noticed that it does both vertices instead of one.
Minor UI text update for Vertex Masking
Normalize, Normalize All, Invert, Clean, and Levels.
Face mask and vertex select/mask are now mutually exclusive options.
Went ahead and allowed vertex selection support and masking for vertex paint.
(No conflicts had to be manually resolved)
Gave weight paint a basic ability to draw edges and vertices with an option
(with colors for selected/unselected),
but I didn't make any vertex selection functions available in weight paint mode yet
(tested with edit mode for now).
- was using un-initialized stack memory if the source / target object had no vertex group.
- if the target object had no vertex groups it would fails silently (not a bug but not very good functionality)
- added an error message if any copying fails.
Made my 3 new buttons only appear in weight paint mode when there are vertex groups present
in properties_data_mesh.py
I took the now redundant check box out of properties_data_mesh.py
I took out unnecessary code (resulting from copy/paste) from my lock all, unlock all, and invert all functions of object/object_vgroup.c
(and I got rid of a new line in paint_vertex.c :) )
vgroup functions were mixing up active group and one passed as an argument.
also made other changes.
- removed superfluous call to defvert_find_index() in vgroup_delete_object_mode(), was also doing unnecessary NULL check on each loop.
- remove paranoid NULL check from ED_vgroup_vert_remove, callers all check for valid 'ob'
from Dan Eicher (dna)
From the tracker (with minor edits)
========================
cube = bpy.data.objects['Cube']
foo = cube.vertex_groups.new('foo')
foo.add([1,3,5,7], 1.0, 'ADD')
for i in range(len(cube.data.vertices)):
try:
weight = foo.weight(i)
print('vert: %i weight: %f' % (i, weight))
except:
pass
foo.remove([1,3])
cube.vertex_groups.remove(foo)
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
- fixed this error 7 different functions (deform groups, uv layers & similar).
- support for numbers over 999.
- renamed splitIDname() to BLI_split_name_num(), moved to BLI_path_utils