Miscelaneous changes from MeshClipper development#1799
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We have conflicting requirements between blueprint and mint regargind an empty field node. This change lets the MeshClipper work regardless of whether the empty field node is there.
Arlie-Capps
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Thank you for these fixes, @gunney1 .
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Brian, why isn't |
Just following the pattern that worked well when I was splitting up the mesh clipping work. I guess it could work just as well to merge into |
I see: thank you for the explanation. I'm interested in reviewing changes once only, which is why I would prefer targeting develop. If others on the team have opinions on this, I'd be interested to read them. |
I think you would not have to review the same code twice this way, unless the review required some radical changes. I don't think that will be the case here. When we have change B dependent on change A, we probably don't want to set both of them to merge into develop, because B's changes must also include A's, and you'd see A's changes twice. |
Summary
These are some small changes that didn't fit anywhere when I was breaking the big
MeshClippercode review into small pieces.Array.MeshClippingcode should respect what allocators the users want to use.