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Make sure all quads are UV mapped
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Edvinas01 committed Aug 5, 2024
1 parent eab2d05 commit 2d576f1
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6 changes: 6 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -4,6 +4,12 @@ All notable changes to this project will be documented in this file.

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

## [v0.0.7](https://github.com/chark/blender-skunk/compare/v0.0.6...v0.0.7) - 2024-08-05

### Fixed

- Smart UV project not selecting all quads.

## [v0.0.6](https://github.com/chark/blender-skunk/compare/v0.0.5...v0.0.6) - 2024-08-05

### Added
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4 changes: 3 additions & 1 deletion __init__.py
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Expand Up @@ -9,7 +9,7 @@
'tracker_url': 'https://github.com/chark/blender-skunk',
'doc_url': 'https://github.com/chark/blender-skunk',
'support': 'COMMUNITY',
'version': (0, 0, 6),
'version': (0, 0, 7),
'blender': (4, 1, 0),
'category': 'Object',
}
Expand Down Expand Up @@ -249,6 +249,8 @@ def create_lightmap_uvs_smart(objects, angle_limit, island_margin):

# Set the current UV map to UV1
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')

object.data.uv_layers.active = object.data.uv_layers.get('UV1')

# Perform lightmap unpacking on UV1
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