inconsistent with similar functions & math notation:
mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)
For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
- editmesh smooth & subdivide were using old mirror axis flag still.
- removed colbits from outliner and object code.
- commented some other parts of the code which access deprecated members and aren't called anywhere.
by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
mouse coords would with cont. grab would wrap at short.
use mouse coords as int rather then short.
this problem still happens on linux because of XTranslateCoordinates
Poll function was too strict for this case that's why there was
no options in operator panel.
Additional changes:
- Added 'direction' parameter to operator so now extruding
could be made from script by providing direction vector.
- Fill this direction vection in operator's invoke functions
so abjusting offset/steps in operator panel gives better visual
feedback -- direction stays unchanged so user could easily see
final result.
- Made some tweaks to soft limits, so adjusting values by mouse
drag isn't such confusing now.
Tested in normal mode (from 3d view), as script and in background mode.
Haven't noticed any regressions.
into account that some tools use normals for things other than display. Now
we properly initialize vertex normals at flat faces too.
Also fixed a normal refresh issue, and deduplicated CDDM/mesh normal
calculation code.
Cicrcle and border selection doesn't add entry to EditSelection. Use cycle
through vertices rather than EditSelection stack to find two selected vertices.
No slowdown for case two vertices are selected (use this cycle to clear temporary
flag too), minor slowdown for unsupported selections.
This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests.
Example usage:
blender.bin --background --python source/tests/batch_import.py -- \
--operator="bpy.ops.import_scene.obj" \
--path="/data/testfiles/obj" \
--match="*.obj" \
--start=0 --end=50 \
--save_path="/tmp/test"
Also found my name was spelt wrong in some places :)
Improved report print for 'remove doubles' to make it correct english.
Unsure if this kind of code can survive though, static strings do much
better for future translation efforts.
Instead of providing nice grammar sentences, we could make it more
declarative, like:
"Removed vertex amount: %d".