cuts the mesh in half based on the cursor location and the viewport,
optionally supports filling the cut area (with uvs. vcols, etc),
and removing geometry on either side of the cut.
rather then moving everything into the cursor location, the current selection centers around the cursor, maintaining their relative distances.
works for mesh, object, pose bones etc.
This was caused by r.57812
There were two problems here:
1) vertex_group_vert_select_unlocked_poll() had faulty logic which meant that
it always failed when there were no vgroups present yet - the final return
always just fell through
2) Since the "Assign to New Groups" option was actually implemented using the
same operator as "Assign to Active Group" (just with an extra parameter set), if
the active group was locked, it was not possible to "Assign to New Group" (even
though a new group would not be locked).
Update from a script I had in 2.4x, useful if you have mesh data which is _almost_ symmetrical,
there was no good way to automatically make the minor adjustments to make the mesh fully symmetrical.
Options for...
- symmetry-axis.
- blending between the +/- side.
- center mid verts.
Access from Mesh menu.
- Ctrl+RMB only worked for edges & faces
- Menu item 'Select Shortest Path' only worked for vertices.
Now Ctrl+RMB works for vertices and the menu item works for verts/edges/faces (depending on the current selection).
- expose unwrap as a menu (rather then a regular button that pops up a menu)
- move 2 extrude buttons into one menu button, also do the same for the mesh menu.
* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
Since the bug was fixed that made blur brush _not_ blur all verts, there is no way to blur vertex colors after baking.
While this was hidden it was useful especially for baking vertex colors.
the operator the previous time. However for these menus it makes more sense to
always use edge/face bevel and to leave vertex bevel for Mesh > Vertex > Bevel.
Option to draw mesh vertex-weights in editmode, available from the 'Mesh Display' panel.
TODO: get this to work when modifiers are applied in solid mode (texface-solidmode is working).
by Francisco De La Cruz (xercesblue), with some of my own changes/improvements.
Converts faces to triangle-fans (useful to run on ngons).
To access select a group of faces and press "Alt+P" or alternatively select the operator from the Faces menu (Ctrl+F)