forked from bartvdbraak/blender
a4bcdf5fb1
Creating ngons with multiple axis aligned shapes in the middle of a single face would fail in some cases. This exposed multiple problems in BM_face_split_edgenet_connect_islands - Islands needed to be sorted on Y axis when X was aligned. - Checking edge intersections needed increased endpoint bias. - BVH epsilon needed to be increased. |
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blender | ||
blenderplayer | ||
creator | ||
gameengine | ||
tools@b11375e890 | ||
CMakeLists.txt |