Another crash with array caps, was caused by not making a deep enough
copy of CD field.
Also fixed the type of the 'mask' parameter, was int where it should
be 64-bit.
* double default edge allocation size (double the number of verts/faces).
* CustomData_bmesh_init_pool was using allocsize & chunksize as the same variable. Now use type specific chunk size.
* bmesh copy and editmode conversion now allocate the BMesh mempool size needed for the entire vert/edge/loop/face arrays since its known already.
added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
- some merges added lines in multiple times
- removed some NULL checks that were only in bmesh
- enable cycles by default (was disabled because it used not to work)
- make formatting match
* Fix: Wave "timescale" also changed simulation behavior. Now different timescale values will lead to nearly identical results, just slower or faster.
* Added "Displace Factor" setting for vertex displace surfaces. You can use it to adjust final displace strength or use negative values to paint bumps.
* Added clamp/map value to wave image sequence output settings.
* RNA description tweaking.
* General code tweaking.
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.
scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
- vertex normals were not being flipped (though faces are)
- rim faces didnt influence edge vertex normals
apply solidify on top of solidify modifier now works correctly