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2009-01-072.5Ton Roosendaal
Finished a couple of XXX todo's in drawing code, attempt to fix subsurf crash... didnt work yet!
2008-12-142.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17434:HEAD
2008-08-17Win64: please check my changes if you ran across them ;) But should be fine ↵Daniel Genrich
since no additional crashes were reported!
2008-07-10-> Support for Custom Data in bevel modifierGeoffrey Bantle
Added Customdata to Bmesh <-> derivedmesh functions
2008-07-08-> UV and VCOL support for bevel (editmode)Geoffrey Bantle
BMesh and the bevel code now support UVs/VCOLS. The offset is fixed at this time, but will be made dynamic later.
2008-07-04-> Vertex Group support for bevel (editmode only)Geoffrey Bantle
Vertex groups are now preserved when beveling (editmode only). Modifier support as well as uv/vert colors to follow soon.
2007-09-18fixed copy between UV layers.Campbell Barton
made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type) added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
2007-09-12* added functions to copy between UV and vertex color layers.Campbell Barton
* added CustomData_set_layer_active_index and CustomData_set_layer_render_index since they did not accept values from CustomData_get_active_layer_index and CustomData_get_render_layer_index * fixed some warnings * made the colored edge in active face draw mode only display when texture mode enabled.
2007-05-02Made it so blender has an active render layer for Uv and Vertex color mesh ↵Campbell Barton
layers. This means changing the active UV/VCol layers wont change what renders. needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer. boxpack2d.py - redoen in C now, dont need python version.
2007-04-29Casting fixes for 64 bits. Incomplete commit, discussion on proper castingTon Roosendaal
has to be finished.
2007-01-29= Updating the UVProject modifier to handle multiple UV layers =Ben Batt
* Removed the "Add UVs" option from the UVProject modifier * Added a UV layer menu to the UVProject modifier * Refactored the Displace modifier UV layer menu code to allow the UVProject modifier to share it * Added two CustomData functions to facilitate getting layers by name
2007-01-10Large fix for multires. Changed UV coordinates (MTFaces) to be special ↵Nicholas Bishop
first-level data in multires. The data is now stored in a standard CustomData struct in Multires, rather than being stored for each level. (The UVs can now only be edited on level 1.) Changes allow multiple sets of UVs to work correctly. This change should also decrease multires memory usage some (though only when UVs are being used, of course.) Changes to CustomData: Some functions would only return the current active layer, added extra variants that take an index to select the level (modeled after CustomData_get_layer_n.) Still todo: * UVs are being interpolated linearly, should probably offer Catmull-Clark subdivision like Subsurf modifier. * Vertex Colors still don't support multiple customdata layers. * Editing UV data on levels other than 1 should be disabled in the interface (same for weights)
2007-01-06Potential fix for bug #5359:Brecht Van Lommel
Crash leaving editmode related to vertex groups. I couldn't reproduce this, but suspect somehow multiple deformvert layers were created. Added some extra checks to avoid that now.
2006-12-24added CustomData_add_layer_named, same as CustomData_add_layer but accepts a ↵Campbell Barton
name. saves Mesh.c having to look up the data after adding (just to rename it)
2006-12-24Added CustomData_get_named_layer_index to customdata to get a layer index by ↵Campbell Barton
name, only used in Mesh.c at the moment. cleanup Mesh.c, updated the epydocs
2006-12-23Select Grouped editdata- minor fix in the menu.Campbell Barton
Updated Python Mesh API to support UV and Color layers with names. Similar to vertex group's renamed a function in customdata.c CustomData_free_layers -> CustomData_free_layers_active and made CustomData_free_layers accept an index, this is needed so python could free layers that arnt active.
2006-12-21Added names to UV and vertex color layers, and display them as a list.Brecht Van Lommel
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
2006-12-13exposed CustomData_get_active_layer_index in BKE_customdata.h (needed by ↵Campbell Barton
python to get the active layer) added python api stuff to deal with Color and UV/Image layers. me.activeUvLayer - int me.activeColorLayer - int me.totUvLayers - int me.totColorLayers - int me.addUvLayer() me.addColorLayer() me.removeUvLayer() me.removeColorLayer() Variable names may need changing.
2006-12-13Multiple UV and vertex color layers: (still work in progress)Brecht Van Lommel
These can be created and deleted in the Mesh panel in the same place as before. There is always one active UV and vertex color layer, that is edited and displayed. Important things to do: - Render engine, material support - Multires and NMesh now lose non active layers Also CustomData changes to support muliple layers of the same type, and changes to layer allocation, updated documentation is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-05Modifier Stack: Limit calculation to required data.Ben Batt
This commit upgrades the modifier stack to only calculate the data which is needed, either by modifiers further down the stack or by other functions at the end of the stack (e.g. drawing functions). This speeds up modifier stack recalculation, especially where vertex groups and UV coordinates are concerned. For example, a mesh with an Armature modifier followed by a Subsurf modifier would previously have required the Subsurf modifier to interpolate all the vertex groups in the mesh, slowing down modifier calculations considerably. With this update, vertex group data is not propagated beyond the Armature modifier, so calculations are faster. Note that this depends on the order of modifiers in the stack. If the Armature and Subsurf modifiers were swapped in the above example, the Subsurf modifier would have to interpolate vertex groups, as they are needed by the Armature modifier.
2006-11-20Added custom vertex/edge/face data for meshes:Brecht Van Lommel
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-12Added custom vertex data support to editmode. Only used for vertex groupsBrecht Van Lommel
now, others can be added later (sticky, shape keys). Beside one small fix for knife exact vertex group interpolation, is intended to work the same as before. Also fixes bug #5200, related to editmode undo and vertex groups. And corrects the editmode to faceselect mode selection conversion, that was broken in a previous commit.
2006-11-11Added custom face data support in edit mode. The code used to do this isBrecht Van Lommel
the CustomData module from the modifier stack rewrite, but with additions to make it also usable in edit mode. Some of the datatypes from that module were move to a DNA header file, they are not saved to file now, but will be soon. The only code that wasn't abstracted is the uv collapse / merging code. It is rather complicated, will look into that in the future. There should be no user level changes.
2006-08-28Integration of the Google Summer of Code Modifier Stack Upgrade project. TheBen Batt
main features are: * Modifiers can now be in any order in the modifier stack * DerivedMesh now has a standard framework for custom element data to be passed through the stack with mesh data (being copied and interpolated as appropriate), so modifiers can access whatever data they need * The modifier stack code has been refactored and a number of bugs have been removed * The EdgeSplit modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier * The DerivedMesh modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier * The UVProject modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier For more info, see: http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade (currently undergoing reorganisation)