[code] put your code here [/code] delete objects b = box isSelected:on x = linear_float() b.height.controller = x addmodifier b (Edit_Poly()) subob…
Possible, but it updates too often. unregisterRedrawViewsCallback OnViewportChanged fn OnViewportChanged = ( if isKindOf ::NodesAlignedToView Array…
Guess we can lock main thread using progressStart / progressEnd to prevent that
Nice, but does it really improve performance? I tested your example with a hundred of midpoly teapots. Half a million polys overall. The goal is to ge…
You can also iterate over all scene materials (not only applied) for material_class in material.classes where material_class.Creatable do ( local mt…
Yes and seems like it is faster than redrawing.
Added a few little optimizations Time: 0.963sec. Mem: 281152L – unoptimized 0.025 0.116 0.075 0.036 Time: 0.284sec. Mem: 167408L – optimized del…
As I said above this capsule node is used for visualization of voxel traversal purposes only. It makes no sense to use in calculations. You can run t…
Will it work if vert has no relation to the edge I’m checking it against? I mean It can be a vert of another element for example. I need to get all op…
There can potentially be a lot (size^3) of voxels to check against so it might be slow, since we need to do it for each segment again and again. Somet…
Thanks, Klvnk. I’m writing my first c++ mod that changes mesh topology and inserts verts in nearby open edges. It works pretty good right now, but I s…
You could instead collect filenames/paths from these directories, sort them and then use bsearch or regex to find/check that some file exists. The onl…
Travis advanced search should be up and working sometime in Janaury. its being worked on now. 500 errors are being fixed as well thanks for listing w…
Another issue is that some CODE blocks that initially contained angle brackets now show > and < as thier html substitues