Upgraded Merge

3 new options were added

  • merge at first
  • merge at last
  • collapse

As their name implies, the first 2 options do the merge in vertex mode at either first or last point selected.

Collapse can be used to reduce set of topologically connected edges or faces to a single vertex. it operates in an independant way on each set.

All merge tools now UV aware

The default behavior is to leave UVs alone, but if you hold CTRL while clicking on the menu entry, UV's are merged.

 

Collapse edge also now handle UVs, but does it automatically as it is the wanted behaviour in all cases.

inclusive selection mode conversion

Currently, when you change selection modes from a "lower order" mode to a "higher order" one (vertex->edge, vertex->face or edge->face), blender only selects elements in the new mode whose elements were completely selected in the previous mode.

 

As new option, when holding CTRL while changing mode, all elements of new mode from which a component was selected will be selected. Eg, a single vertex when switching to edge mode, will select all edges around it. This inclusive selection is a tool well known in other softwares and proven very usefull for complex sets.

 

The undo command is also now mode aware so that only elements belonging to current mode get selected.

Loop MultiSelect

2 new edge selection tools have been added, loop & ring select.

 

Also, 2 conversions between regions and loop selections were added.

 

these tools are accessed via the edge menu (CTRL-E)

Path select

In vertex mode, 'Path Select' will find the shortest path between the last 2 vertices selected. There are two methods for determining the shortest path, one that finds the path with shortest physical distance, and one that finds the path with shortest topological distance.

 

Tool is accessed via the 'special' menu (W key).

Extrude region and Mirror modifier

A modification of how 'Extrude Region' behaves on the line of symmetry when a mirror modifier is used. If 'Do clipping' is selected, and there is an edge selected on the line of symmetry that is connected to a selected face, that edge no longer gets extruded into a face lying on the symmetry line. In pictures, here is how the old behavior compares to the new behavior:

X-mirror symmetry editing

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).

 

Mesh primitives

Circle/sphere/tube primitives are now with radius 1.0 instead of radius sqrt(2)

The 3D Window option "Around Individual Centers" now works in editmode mesh, but only in Select Mode "Face". It then uses for rotate and scaling the face center itself as reference. Only works properly when faces don't share vertices with other faces, of course.