- 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]
Additionally cleaned up numerical logic within the UV Packer code and added comments for confusing areas of the code.
#jira UE-217881
#rb lonnie.li
[CL 35382850 by nathan mitchell in ue5-main branch]
if this is straightforward for the closest point algorithm, inpaint can extract data from regions outside the target vertex subset.
a temporary skin weight attribute is used to modify the weights, then only the subset is copied into the full skin weights attribute.
#rb rinat.abdrashitov
[CL 34117660 by benoit gadreau in ue5-main branch]
+ split out convex decomposition from single convex hulls as a separate shape type (rather than hiding the feature under the 'max hulls' count)
+ add a pre-simplify option to make the decomposition compute faster for very large meshes
+ use an enum rather than bool to select the decomposition algorithm, and only show options relevant to each algorithm
+ use better defaults for the navigable space protection algorithm
+ do not default-enable the 'max count' collision shape option, as it can be confusing/frustrating to wait for a decomposition only to find it has random holes due to that option quietly throwing away shapes
#rb david.hill
[CL 33003203 by jimmy andrews in ue5-main branch]
Also provides a new CVar, modeling.DisableAutoUVAreaDensitySampling, which when set, returns the behavior to the original algorithm, in case there are legacy reasons to maintain that behavior.
#rb Jimmy.Andrews
#jira UE-144730
[CL 31590126 by nathan mitchell in ue5-main branch]