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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88%3ARelease_Notes%2F2.42%2FMesh%2FEditing</id>
	<title>テンプレート:Release Notes/2.42/Mesh/Editing - 版の履歴</title>
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	<updated>2026-10-29T19:10:24Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.42/Mesh/Editing&amp;diff=45832&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T17:46:59Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:46時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.42/Mesh/Editing&amp;diff=45831&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones bot: Robot: Changing template: K</title>
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		<updated>2010-04-12T13:29:25Z</updated>

		<summary type="html">&lt;p&gt;Robot: Changing template: K&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Mesh editing==&lt;br /&gt;
True X-mirror mesh editing!&lt;br /&gt;
&lt;br /&gt;
Set the option in EditMode, in 2nd mesh tools panel. It only works on transform options now (grab/rot/scale), and of course assumes a near-perfect symmetrical mesh. Mesh Object itself can be on any location though (and rotated etc).&lt;br /&gt;
&lt;br /&gt;
==Sharp Flat select==&lt;br /&gt;
sharp/flat mesh editmode selection tools. The documentation can be found here:&lt;br /&gt;
&lt;br /&gt;
http://mediawiki.blender.org/index.php/Requests/SharpFlatSelect&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
  Added &amp;quot;select same group&amp;quot; to select group menu. Accessed via Shift+G while in Mesh Edit Mode.&lt;br /&gt;
&lt;br /&gt;
Depending on your mode; face, edge, or vertex, you will get different selection options.  Try them out and be amazed!  *more details to be added*&lt;br /&gt;
&lt;br /&gt;
==Edge Ring and Edge Loop MultiSelect==&lt;br /&gt;
{{RefBox&lt;br /&gt;
|mode=[[Manual/PartII/EditMode | Mesh Edit Mode]]  (While in edge or face selection mode.)&lt;br /&gt;
|hotkey={{shortcut|ctrl|E}}&lt;br /&gt;
|menu=Select &amp;amp;rarr; Edge Loop/Edge Ring...&lt;br /&gt;
|lang=en&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Two new selection options can be accessed while in edit mode, they are Edge Ring and Edge Loop.  You can access them through the select pop-up menu or by pressing Ctrl-E while in edit mode.  They can&lt;br /&gt;
be used to build large selection sets quickly.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
{|&lt;br /&gt;
 |valign=top|[[Image:Mesh.multiselectA.jpg|thumb|300px|Select 1 or more edges and run Select - &amp;gt; Edge Ring .]]&lt;br /&gt;
 |valign=left|[[Image:Mesh.MultiselectB.jpg|thumb|300px|The result of the Edge Ring Selection.  Now run Select -&amp;gt; Edge Loop.]]&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
 |valign=bottom|[[Image:Mesh.MultiselectC.jpg|thumb|300px|The result of running Edge Ring select followed by Edge Loop select.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==inclusive selection mode conversion==&lt;br /&gt;
inclusive selection mode conversion&lt;br /&gt;
&lt;br /&gt;
==Vertex Path ==&lt;br /&gt;
{{RefBox&lt;br /&gt;
|mode=[[Manual/PartII/EditMode | Mesh Edit Mode]]  (Uses the last 2 vertices selected)&lt;br /&gt;
|hotkey={{Shortcut|W}}&lt;br /&gt;
|menu=Select &amp;amp;rarr; Vertex Path&lt;br /&gt;
|lang=en&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
Vertex Path will find the shortest&lt;br /&gt;
path of vertices between the last 2 vertices selected.  There are 2 options for determining&lt;br /&gt;
the shortest path.  One finds the path with shortest physical&lt;br /&gt;
distance or edge length, and the other finds the path with shortest topological distance.&lt;br /&gt;
&lt;br /&gt;
====Examples====&lt;br /&gt;
{|&lt;br /&gt;
 |valign=center|[[Image:Mesh.path.select1.jpg|thumb|300px|The two vertices selected before running &amp;#039;&amp;#039;Vertex Path&amp;#039;&amp;#039;.]]&lt;br /&gt;
|}&lt;br /&gt;
  &lt;br /&gt;
{|&lt;br /&gt;
 |valign=top|[[Image:Mesh.path.select2.jpg|thumb|300px|The result of choosing the &amp;#039;&amp;#039;Edge Length&amp;#039;&amp;#039; option.]]&lt;br /&gt;
 |valign=left|[[Image:Mesh.path.select3.jpg|thumb|300px|The result of choosing the &amp;#039;&amp;#039;Topological&amp;#039;&amp;#039; option.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Technical Details====&lt;br /&gt;
The tool uses a straightforward implementation of Dijsktra&amp;#039;s algorithm&lt;br /&gt;
and may be a bit slow on extremely large meshes. As a speedup you can&lt;br /&gt;
hide the parts of the mesh that you are not working on and they will&lt;br /&gt;
not be searched.&lt;br /&gt;
&lt;br /&gt;
==Loop to Region and Region to Loop ==&lt;br /&gt;
{{RefBox&lt;br /&gt;
|mode=[[Manual/PartII/EditMode | Mesh Edit Mode]] &lt;br /&gt;
|hotkey={{shortcut|ctrl|E}}&lt;br /&gt;
|menu=Select &amp;amp;rarr; Loop to Region, Region to Loop&lt;br /&gt;
|lang=en&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
Examines the current set of selected edges and seperates them into groups&lt;br /&gt;
of &amp;#039;loops&amp;#039; that each bisect the mesh into two parts. Then for each loop it&lt;br /&gt;
selects the smaller &amp;#039;half&amp;#039; of the mesh.&lt;br /&gt;
&lt;br /&gt;
====Examples - Loop to Region:====&lt;br /&gt;
{|&lt;br /&gt;
 |valign=top|[[Image:Mesh.loop.select1.jpg|thumb|300px|Selection]]&lt;br /&gt;
 |valign=left|[[Image:Mesh.loop.select2.jpg|thumb|300px|Loop to Region]]&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
 |valign=top|[[Image:Mesh.loop.select3.jpg|thumb|300px|Selection]]&lt;br /&gt;
 |valign=left|[[Image:Mesh.loop.select4.jpg|thumb|300px|This tool handles multiple loops fine as you can see.]]&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
 |valign=top|[[Image:Mesh.loop.select5.jpg|thumb|300px|Selection]]&lt;br /&gt;
 |valign=left|[[Image:Mesh.loop.select6.jpg|thumb|300px|This tool handles &amp;#039;holes&amp;#039; just fine as well.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Example - Region to Loop:====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
 |valign=top|[[Image:Mesh.region.select1.jpg|thumb|300px|Selection]]&lt;br /&gt;
 |valign=left|[[Image:Mesh.region.select2.jpg|thumb|300px|This is the &amp;#039;logical inverse&amp;#039; of loop to region.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==mesh align==&lt;br /&gt;
Made mesh align to face/verts also align to an edge&lt;br /&gt;
and a verts normal, existing functionality was not&lt;br /&gt;
changed.  usefull for rotating about an edge.&lt;br /&gt;
&lt;br /&gt;
==curves==&lt;br /&gt;
  Wanted feature for curves: a render-time resolution. This option is&lt;br /&gt;
  located under the &amp;#039;def resolu&amp;#039; button. If not zero, it assigns this&lt;br /&gt;
  resolution to a curve on render.&lt;br /&gt;
  Also copies with ctrl+c menu.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==transform==&lt;br /&gt;
  Bug #2839: Shift key not working in Shear, Push-Pull and shrink-Fatten&lt;br /&gt;
  &lt;br /&gt;
  - I changed the input method for shear quite a bit. It used to be constant&lt;br /&gt;
    regardless of zooming, so it was quite limiting in the amount of shear you&lt;br /&gt;
    could do. However, I&amp;#039;m not sure if the current method is quite well&lt;br /&gt;
    adjusted, if you think it works too fast, please drop me a line.&lt;br /&gt;
    It&amp;#039;s basicly the same method as Shrink-Fatten / Push-Pull except on an&lt;br /&gt;
    horizontal basis. (since shear is an horizontal motion and the two others&lt;br /&gt;
    are more like pulling towards/pushing away from you in regards to the center)&lt;br /&gt;
  - Factored out the input methods in preparation for later code &amp;lt;evil&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==merge tools==&lt;br /&gt;
Log:&lt;br /&gt;
  [Two Sections here; First is the log that *should* have been included&lt;br /&gt;
  to my previous commit (whoops). The second part covers the changes I&lt;br /&gt;
  have made to the code since then (all related to merge tools code).]&lt;br /&gt;
  &lt;br /&gt;
  # Part One: Complete Log for Commit from 2/13/06&lt;br /&gt;
  &lt;br /&gt;
  -&amp;gt; Upgraded merge tools.&lt;br /&gt;
  &lt;br /&gt;
  The new merge tools add several options to blenders Merge submenu,&lt;br /&gt;
  accessed via the WKEY whilst in Editmode for meshes. The new options&lt;br /&gt;
  depend on current mode:&lt;br /&gt;
  &lt;br /&gt;
  - Vertex mode: &amp;quot;At First&amp;quot; and &amp;quot;At Last&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  When choosing &amp;quot;At First&amp;quot; or &amp;quot;At last&amp;quot; it will merge all selected&lt;br /&gt;
  vertices at the first or last selected vertex.&lt;br /&gt;
  &lt;br /&gt;
  (Note: Blender now keeps track of the last and first verts selected in&lt;br /&gt;
  editMode (G.editMesh-&amp;gt;lastvert and G.editMesh-&amp;gt;firstvert&lt;br /&gt;
  pointers. This meant additions were made to the undomesh code in&lt;br /&gt;
  editmesh.c as well).&lt;br /&gt;
  &lt;br /&gt;
  - Edge mode: &amp;quot;Collapse Edges&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  When choosing this option, Blender examines the current set of&lt;br /&gt;
  selected edges and groups them according whether or not they are&lt;br /&gt;
  topologically connected. It then goes through each group and merges&lt;br /&gt;
  them one by one to a single point.&lt;br /&gt;
  &lt;br /&gt;
  - Face Mode: &amp;quot;Collapse Faces&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  Works the same as &amp;quot;Collapse Edges&amp;quot;, only works on groups of&lt;br /&gt;
  topologically connected faces.&lt;br /&gt;
  &lt;br /&gt;
  -&amp;gt; Inclusive selection mode conversion.&lt;br /&gt;
  &lt;br /&gt;
  This feature extends the ability of blenders selection mode&lt;br /&gt;
  conversions. Currently when you change selection modes from a &amp;quot;lower&lt;br /&gt;
  order&amp;quot; mode to a &amp;quot;higher order&amp;quot; one (vertex-&amp;gt;edge, vertex-&amp;gt;face or&lt;br /&gt;
  edge-&amp;gt;face) blender only selects elements in the new mode whose&lt;br /&gt;
  elements were completely selected in the previous mode.&lt;br /&gt;
  &lt;br /&gt;
  This patch does not change blenders default behavior but offers&lt;br /&gt;
  implicit selection mode conversion as an alternative. To access it,&lt;br /&gt;
  hold either the left or right CTRL keys and click on a selection mode&lt;br /&gt;
  in the view 3d selection mode header buttons. This can be accessed via&lt;br /&gt;
  the CTRL-TAB selection mode switching as well, simply hold CTRL while&lt;br /&gt;
  clicking the mode you want or entering its number on the keypad.&lt;br /&gt;
  &lt;br /&gt;
  In some programs, such as Wings and Mirai, it has been demonstrated&lt;br /&gt;
  that it can also be very useful to exploit selection mode switching to&lt;br /&gt;
  implicitly select previously unselected elements as well. For instance&lt;br /&gt;
  switching selection mode from vertex to edges will select all edges&lt;br /&gt;
  currently associated with the currently selected vertices. The same&lt;br /&gt;
  behavior is applied to switching between vertex-&amp;gt;face and&lt;br /&gt;
  edge-&amp;gt;face. By exploiting this sort of selection conversion complex&lt;br /&gt;
  selection sets can be built quicker.&lt;br /&gt;
  &lt;br /&gt;
  Furthermore I modified blenders UndoMesh code to make selection mode&lt;br /&gt;
  switching &amp;quot;undo coherent&amp;quot;. Aside from its relevance to inclusive&lt;br /&gt;
  selection mode conversion, this really counts as a &amp;quot;bug&amp;quot; in my&lt;br /&gt;
  mind. Previously selection mode switch could cause the selection state&lt;br /&gt;
  of the mesh to be invalid when certain modeling operations were&lt;br /&gt;
  undone. An example of this would be &amp;quot;edge subdivide-&amp;gt; switch to face&lt;br /&gt;
  mode-&amp;gt; undo&amp;quot;; you end up with edges selected while still in face mode!&lt;br /&gt;
  &lt;br /&gt;
  # Part Two: Log for this Commit&lt;br /&gt;
  &lt;br /&gt;
  -&amp;gt; Code Cleanup&lt;br /&gt;
  &lt;br /&gt;
  As per Ton&amp;#039;s request I reformatted all my code, changed variable names&lt;br /&gt;
  and eliminated my use of &amp;quot;LinkNode&amp;quot; structs and replaced them with&lt;br /&gt;
  &amp;quot;ListBase&amp;quot; instead. There should be no warnings while compiling now&lt;br /&gt;
  either.&lt;br /&gt;
  &lt;br /&gt;
  -&amp;gt; Remove doubles bug&lt;br /&gt;
  &lt;br /&gt;
  Fixed small problem in removedoublesflag() in editmesh_tools.c that&lt;br /&gt;
  caused editface structs to get their UV&amp;#039;s scrambled. Vertex colors&lt;br /&gt;
  might not be safe though? Need to investigate later.&lt;br /&gt;
  &lt;br /&gt;
  -&amp;gt; Small bug in in the the code for merge last/first&lt;br /&gt;
  &lt;br /&gt;
  It could cause a crash when exiting editmode, switching meshes, then&lt;br /&gt;
  entering editmode again. &amp;quot;lastvert&amp;quot; and &amp;quot;firstvert&amp;quot; pointers are now&lt;br /&gt;
  set to NULL whenever exiting editmode now (see load_editmesh() in&lt;br /&gt;
  editmesh.c). I will find a better solution to this *soon*...&lt;br /&gt;
  &lt;br /&gt;
  -&amp;gt; All merge tools now UV aware (optional)&lt;br /&gt;
  &lt;br /&gt;
  The default behavior is to leave UVs alone, but if you hold CTRL while&lt;br /&gt;
  clicking on the menu entry, UV&amp;#039;s are merged. This works fine in most&lt;br /&gt;
  situations, although some investigation into how to best handle&lt;br /&gt;
  merging of UVs at the border of UV islands needs to be done.&lt;br /&gt;
  &lt;br /&gt;
  This last item brings up a point about the current state of the&lt;br /&gt;
  interface: several functions accessed through the WKEY menu now use&lt;br /&gt;
  the CTRL modifier to change how they behave (This convention has been&lt;br /&gt;
  in place for a while, see subdivide for example). Unfortunately there&lt;br /&gt;
  is no way to communicate the way modifier keys change the behavior of&lt;br /&gt;
  certain functions to the user. This makes such options invisible for&lt;br /&gt;
  all intents and purposes...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vertex Group/Weight support in removedoublesflag()==&lt;br /&gt;
  &lt;br /&gt;
  Remove doubles didn&amp;#039;t previously deal with vertex groups/weights properly. Now it averages the weights of vertices when they are doubles and share the same group. Verts that get merged but don&amp;#039;t belong to all the same groups are dealt with as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Array modifier patch by Ben Batt! (#3788)==&lt;br /&gt;
  &lt;br /&gt;
  This modifier allows to make arrays of meshes, with multiple offset types:&lt;br /&gt;
  - constant offset&lt;br /&gt;
  - offset relative to object width&lt;br /&gt;
  - offset with scale and rotation based on another object&lt;br /&gt;
  &lt;br /&gt;
  The number of duplicates can be computed based on a fixed count, fixed length&lt;br /&gt;
  or length of a curve. Duplicate vertices can be automatically merged.&lt;br /&gt;
  &lt;br /&gt;
  Nice docs and example files available in the wiki:&lt;br /&gt;
  http://mediawiki.blender.org/index.php/BlenderDev/ArrayModifier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==copy curve modifiers==&lt;br /&gt;
  CTRL+C Copy Menu now includes modifiers for Curve objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==around individual center==&lt;br /&gt;
  Quick feature: &amp;quot;Around Individual Centers&amp;quot; now works in editmode mesh, but&lt;br /&gt;
  only in Face-Select mode. It then uses for rotate and scaling the face&lt;br /&gt;
  center itself as reference.&lt;br /&gt;
  &lt;br /&gt;
  Code uses a loop-in-loop to find the face that belongs to the vertex...&lt;br /&gt;
  means it will be slow with operations on 10k or more faces. Acceptable&lt;br /&gt;
  for now, will make it nicer later. :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mesh tools==&lt;br /&gt;
  Added select group edges (Length/Direction/FaceUsers)&lt;br /&gt;
  Added VecAngle2 - needed for grouping by normal and planer faces.&lt;br /&gt;
  Made select face &amp;amp; edge group ignore hidden faces.&lt;br /&gt;
  fixed a bug where hiding faces didnt update G.tot*sel&lt;br /&gt;
&lt;br /&gt;
==Stored Selections==&lt;br /&gt;
  &lt;br /&gt;
  Previously Blender did not store the order in which vertices, edges&lt;br /&gt;
  or faces were selected in edit mode. In many cases it is useful to&lt;br /&gt;
  have this data, however it is not desirable to store every selection&lt;br /&gt;
  made. Now blender stores selections in the order in which they were&lt;br /&gt;
  made in a linked list called &amp;#039;selected&amp;#039; in  EditMesh. EditSelection structs&lt;br /&gt;
  are created whenever &amp;#039;EM_store_selection&amp;#039; from  editmesh_lib.c is called&lt;br /&gt;
  (currently only on user selection with mouse). There are several cases&lt;br /&gt;
  in which they might be deallocated by calling the &amp;#039;EM_remove_selection&amp;#039;&lt;br /&gt;
  function however:&lt;br /&gt;
  &lt;br /&gt;
  -When the user deselects something with the mouse (&amp;#039;mouse_mesh&amp;#039; in&lt;br /&gt;
   editmesh_mods.c)&lt;br /&gt;
  &lt;br /&gt;
  -When switching selection modes stored selections that are not relevant&lt;br /&gt;
  to the new mode are removed by the &amp;#039;EM_strip_selections&amp;#039; function&lt;br /&gt;
  (multi-select mode is supported)&lt;br /&gt;
  &lt;br /&gt;
  -When the vertex, edge or face pointed to by a certain stored selection is&lt;br /&gt;
  deallocated&lt;br /&gt;
  &lt;br /&gt;
  -When EM_clear_flag_all is called and where the flag passed to the function&lt;br /&gt;
  contains the &amp;#039;SELECT&amp;#039; bitmask.&lt;br /&gt;
  &lt;br /&gt;
  -When leaving edit mode (making stored selection data persistent across&lt;br /&gt;
  editing sessions will require modifications to mesh DNA later)&lt;br /&gt;
  &lt;br /&gt;
  Todo:&lt;br /&gt;
  &lt;br /&gt;
  There are a few cases still where you can temporarily end up with a stored&lt;br /&gt;
  selection that points to an element that is no longer selected&lt;br /&gt;
  (edge loop de-select can cause this for instance). The solution to this is to&lt;br /&gt;
  add a call to EM_remove_selection from &amp;#039;EM_select_edge&amp;#039; and &amp;#039;EM_select_face&amp;#039; when&lt;br /&gt;
  these functions are being used to deselect elements. For the sake of completeness&lt;br /&gt;
  however this will also require that an &amp;#039;EM_select_vert&amp;#039; function be coded and&lt;br /&gt;
  called at all appropriate parts of the editmesh code. I will look into this&lt;br /&gt;
  later in the week.&lt;br /&gt;
  &lt;br /&gt;
  For now there are two tools that already take advantage of the stored selections.&lt;br /&gt;
  The first one is &amp;#039;merge at first or last vertex&amp;#039; in the merge menu (the &amp;#039;firstvert&amp;#039; and&lt;br /&gt;
  &amp;#039;lastvert&amp;#039; pointers are gone from EditMesh). The second tool is path select, which builds&lt;br /&gt;
  a path between the last vert selected and the second to last vert selected. This allows you&lt;br /&gt;
  to build complex path selections in a short amount of time like this&lt;br /&gt;
  &amp;#039;select A, select B, path select. select C, path select. select D...&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==transforms==&lt;br /&gt;
  Log:&lt;br /&gt;
  Added rotate about centre for active Vert/Edge/Face in mesh editmode. also works for getting the V/E/F normal. Means we can now rotate about the last selected edge.&lt;br /&gt;
  &lt;br /&gt;
== Transform Display ==&lt;br /&gt;
  Based on a patch by Matthias Derer, this adds the distance moved to a translation (grab) transform&lt;br /&gt;
  (both 3D and 2D, although the 2D transform displays the normalised distance only).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==transforms==&lt;br /&gt;
&lt;br /&gt;
 Seperated out some functionality into 3 new functions.&lt;br /&gt;
  EM_editselection_center&lt;br /&gt;
  EM_editselection_normal&lt;br /&gt;
  EM_editselection_plane&lt;br /&gt;
  These functions are used by the manipulator to get data from an editselection. regardless of weather its a face/edge/vert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
==mesh==&lt;br /&gt;
&lt;br /&gt;
  Make editmesh edge length and face area drawing&amp;#039;s precission proportonate to the gridsize.&lt;br /&gt;
  Needed when working with small models.&lt;br /&gt;
&lt;br /&gt;
  Added &amp;quot;Similar Edge Face Angles&amp;quot; to &amp;quot;Select Edge Groups&amp;quot;&lt;br /&gt;
  This means you can select edges based on the angles of edges in the existing selection.&lt;br /&gt;
  Only works for edges with 2 face users at the moment.&lt;br /&gt;
&lt;br /&gt;
==stored selection==&lt;br /&gt;
Stored Selections in Mesh DNA&lt;br /&gt;
  &lt;br /&gt;
  Stored selections now get saved to mesh library blocks as direct data.&lt;br /&gt;
  The idea that stored selections are &amp;#039;erased&amp;#039; when leaving editmode and&lt;br /&gt;
  switching objects is pretty mysterious for the user. Note that currently&lt;br /&gt;
  the mselect array in a mesh is not written to file.  Not sure whether&lt;br /&gt;
  to change this or not.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
  Patch #4119, submitted by Lukas Steiblys (imbusy1).  Mesh objects (created&lt;br /&gt;
  through the toolbox) which take user input such as number of verts, are not&lt;br /&gt;
  created if the user cancels input.  Thanks for the patch!&lt;br /&gt;
&lt;br /&gt;
==mesh tools==&lt;br /&gt;
-&amp;gt; New menu and toolbox entries&lt;br /&gt;
  &lt;br /&gt;
  Added the following to the &amp;#039;select&amp;#039; menu of 3d header and toolbox while in mesh editmode: &amp;#039;&lt;br /&gt;
  &lt;br /&gt;
  -Path Select&lt;br /&gt;
  -Edge Loop Multi-Select&lt;br /&gt;
  -Edge Ring Multi-Select&lt;br /&gt;
  -Loop to Region&lt;br /&gt;
  -Region to Loop&lt;br /&gt;
  &lt;br /&gt;
  Also added Collapse Faces and Collapse Edges to menu and toolbox as well as made them available in selection modes other than face exclusive and edge exclusive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mesh editing]]&lt;br /&gt;
[[Category:Release notes]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
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