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	<title>テンプレート:Release Notes/2.42/Mesh/Editing - 版の履歴</title>
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	<updated>2026-05-24T07:53:51Z</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 ''Vertex Path''.]]&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 ''Edge Length'' option.]]&lt;br /&gt;
 |valign=left|[[Image:Mesh.path.select3.jpg|thumb|300px|The result of choosing the ''Topological'' option.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Technical Details====&lt;br /&gt;
The tool uses a straightforward implementation of Dijsktra'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 'loops' that each bisect the mesh into two parts. Then for each loop it&lt;br /&gt;
selects the smaller 'half' 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 'holes' 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 'logical inverse' 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 'def resolu' 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'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'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'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'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'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'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'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 'selected' in  EditMesh. EditSelection structs&lt;br /&gt;
  are created whenever 'EM_store_selection' 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 'EM_remove_selection'&lt;br /&gt;
  function however:&lt;br /&gt;
  &lt;br /&gt;
  -When the user deselects something with the mouse ('mouse_mesh' 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 'EM_strip_selections' 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 'SELECT' 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 'EM_select_edge' and 'EM_select_face' 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 'EM_select_vert' 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 'merge at first or last vertex' in the merge menu (the 'firstvert' and&lt;br /&gt;
  'lastvert' 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;
  'select A, select B, path select. select C, path select. select D...'&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'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 'erased' 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 'select' menu of 3d header and toolbox while in mesh editmode: '&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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