Reduce crease & bevel weight precision to hide float/ubyte rounding

This commit is contained in:
Campbell Barton 2014-02-21 18:27:28 +11:00
parent e87c462890
commit 6c32192850

@ -402,12 +402,12 @@ static void v3d_editvertex_buts(uiLayout *layout, View3D *v3d, Object *ob, float
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN,
totedgedata == 1 ? IFACE_("Crease:") : IFACE_("Mean Crease:"),
0, yi -= buth + but_margin, 200, buth,
&(tfp->ve_median[M_CREASE]), 0.0, 1.0, 1, 3, TIP_("Weight used by SubSurf modifier"));
&(tfp->ve_median[M_CREASE]), 0.0, 1.0, 1, 2, TIP_("Weight used by SubSurf modifier"));
/* customdata layer added on demand */
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN,
totedgedata == 1 ? IFACE_("Bevel Weight:") : IFACE_("Mean Bevel Weight:"),
0, yi -= buth + but_margin, 200, buth,
&(tfp->ve_median[M_WEIGHT]), 0.0, 1.0, 1, 3, TIP_("Weight used by Bevel modifier"));
&(tfp->ve_median[M_WEIGHT]), 0.0, 1.0, 1, 2, TIP_("Weight used by Bevel modifier"));
}
if (totskinradius) {
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN,