+ Also translate mode-level polygroup edge selections (without corners) to tool polygroup edge selection w/ corners if needed.
#jira UE-224600
#rb semion.piskarev
[CL 36444217 by jimmy andrews in 5.5 branch]
- Allow edge collapse to work on polygroup edges.
- Allow weld and bridge to work on sequences of polygroup edges.
- Allow all three to start with a vertex selection.
- Make all three set their selection appropriately on completion.
- Allow collapse to be a lot more permissive about what is allowed to be collapsed.
- Prevent WeldEdgeSequence from incorrectly failing due to edge movements that it does during its own weld sequence.
#rb nickolas.drake
#jira UE-213983
[CL 35809277 by semion piskarev in ue5-main branch]
Disallow InsertEdgeLoops, InsertEdges and SimplifyByGroups tools in Triangle selection mode.
#rb semion.piskarev
#jira UE-222035
[CL 35741943 by lonnie li in ue5-main branch]
a FGetMeshParameters parameter is now used to request a specific LOD, as well as the option of requesting tangents
this will also allow further customization in the future, if required, by adding attributes to the FGetMeshParameters struct
#rb halfdan.ingvarsson, Jimmy.Andrews
#rnx
[CL 33681647 by benoit gadreau in ue5-main branch]
#jira UE-185651
Where reasonable means centered on the selection (if available), or otherwise centered in the view.
If a geometry element is selected, we will also align to that (e.g., aligning to the plane of a selected triangle)
#rb David.Hill
[CL 33182868 by jimmy andrews in ue5-main branch]
+ Add a cylinder-section subdivision parameter, to control tesselation
+ Make UVs consistent across different subdivision / hemisphere step amounts
#rb David.Hill
[CL 33038867 by jimmy andrews in ue5-main branch]
We now early out when the raycast misses the plane if snapping is disabled. If the tool plane is missed, then we use a point along the camera ray to find scene snap point (passed to FindSceneSnapPoint). A related bug is also fixed in this change in the snapping manager which caused only small sections of snappable edges to be considered. This was because the point passed to FindSceneSnapPoint was used to find a point on the 3 edges of a hit triangle, which is sensitive to camera position. Instead, we now use the raycast's impact point for the purposes of finding snap points on edges.
#rb Jimmy.Andrews, semion.piskarev
#jira UE-203169
[CL 31480016 by nickolas drake in ue5-main branch]