Age | Commit message (Collapse) | Author |
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
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* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
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the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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(without options that required an active face)
active face drawing didnt always work since it used the last selected element for drawing.
moved stipple into glutil.c rather then using 128 bytes in the stack for each stipple draw.
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but only when the UV's are connected. That fixes some artifacts when
baking and using tangent space normal maps. It does mean increased
memory usage because it now stores 4 tangents per face like UV's,
and increased processing time, but there's no simple way around that.
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subsurf/derivedmesh mapping yet.
Also added int-to-pointer and back conversion function to solve warnings.
Note that it is only allowed to store an int in a pointer and then get
it back, but not a pointer in an int!
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This adds a few settings to control global render quality, for faster
renders when tweaking lighting etc. The implementation is not so great,
and this should really be part of a proper render profile and preset
system. So for now it's a hidden Peach feature, enabled by setting rt
to 1. Before the next release, I'll either remove or improve it.
Settings are:
- Maximum subsurf level
- Child particles percentage
- Maximum shadow map samples
- AO and SSS quality factor
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BIF_gl.h and BIF_glutil.h)
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their theme default white.
removed active face draw in Face/UV (which is now paint mask mode) mode.
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because the TFace flag was not always easy to access from editmode.
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much.
The active face is used for getting the space image at the moment and keeps scripts that use this flag working also.
This has 2 commands to get and set, so the variable is not accessed directly.
all "UV Calculate" scripts work now
last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now.
uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
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was to draw the subsurfed UV faces)
this is really slow, its unuseable on suzanne subdivided twice on my computer with 2.45 and trunk, this could be sped up however it would need to be subsurf spesific.
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drawing didn't work.
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=============================
- In textured drawmode it now draws the texture, with solid mode lighting.
- UVs and vertex colors for subsurf are not computed incremental yet, so
editing in textured drawmode then may not be as fast as the other modes.
Implementation Notes:
- Added textured drawing functions to the editmesh and subsurf derivedmeshes.
- Removed some unused, legacy subsurf code that directly used Mesh.
- Restructured texture drawing a bit to make it more clear and allow for
editmode drawing.
(Peach feature request)
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===================
This is a new automatic vertex weighting method, next to the existing
envelope based method. The details are here:
http://www.blender.org/development/current-projects/changes-since-244/skinning/
This is based on section 4 of the paper:
"Automatic Rigging and Animation of 3D Characters"
Ilya Baran and Jovan Popovic, SIGGRAPH 2007
Implementation Notes:
- Generic code for making mesh laplacian matrices has been added, which
is only used by bone heat weighting at the moment.
- Bone to vertex visibility checking is done with the raytracing code.
- Fixed an issue in the subsurf limit calculation function, where the
position of vertices on boundary edges was wrong. It is still not the
correct position, but at least it's in the neighbourhood now.
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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
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edges in Editmode
This bug was due to CCGDerivedMesh (the DerivedMesh backend used to store
editmode subsurf results) not copying edge flags correctly, meaning that
they were unavailable to the EdgeSplit modifier. I have updated
CCGDerivedMesh to copy edge flags correctly.
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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.
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Smooth normals drawing wrong with subsurf followed by array modifier.
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falling over these. GCC needs some good spanking for allowing this type of code to
get through by compiling it
/Nathan
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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.
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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.
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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)
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The bug reported here was already fixed some weeks ago, but there were
more issues. Modifier display in face select and paint modes was never
properly finished.
This fixes some small drawing update glitches, and only allows modifiers
that preserve a mapping to the original mesh to be applied. Otherwise
selection and painting isn't even possible.
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handles to be more consistent.
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- Mark Border Seam: mark edges on the border of face selection as seam.
- Clear Seam: clears seams in selected faces.
Hotkey: Ctrl+E
- Alt+RMB Click: mark/clear edge as seam
- Alt+Shift+RMB Click: mark/clear seams along the shortest/straightest path
from last marked seam. The cost of the path also includes some measure of
'straightness' next to the typical distance to make things work more
predicatble and edgeloop friendly. Note that this cuts a path from edge to
edge, not vertex to vertex. That gives some nice control over the direction
of the seam.
Also includes:
- Removed old LSCM code.
- Fix updates glitches with DerivedMesh/Subsurf drawing in FaceSelect mode.
Now there's a drawMappedFacesTex instead of drawFacesTex.
- Minimize Stretch menu entry called Limit Stitch.
- Removed the lasttface global, was being set before it was used anyway, so
might as wel return from a function.
- Moved some backbuf sampling code to drawview.c from editmesh, so it can be
used by Faceselect and VPaint.
- Use BLI_heap in parametrizer.c.
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This fixes most of the UV distortion issues with subsurf. Near seams
however there might still be some distortion, but this should at least
not be worse than before. Subsurf UV is enabled by default on new meshes,
and can be enabled in the modifier panel for existing ones.
Before and after:
http://users.pandora.be/blendix/notsmooth.png
http://users.pandora.be/blendix/smooth.png
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an inconsistent mesh. I would really like this to be corrected at some
other stage, probably on loading, but at least things shouldn't crash
now.
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- removed unused variables
- #if 0 around unused calls
- init of uninitialized vars
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- convert weightpaint/vertexpaint to draw using drawMappedFaces, slightly
hacky because during weightpaint mcol's get overridden in order to
have them propogate through modifiers. should work fine.
- add NULL check in shaded draw, prevents crash w/ dupliframe
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shuffling of code... led to fun and crazy results (maybe
less fun for les artiste)
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- revert to drawLooseEdges instead of general drawEdgesFlag
- ditched TFace edge flags, done dynamically now which also
means don't need to recalc surface on flag changes
- added BLI_edgehash, guess what it does
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to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
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- added user settable defaultEdgeData (for auto edge creation
in CCGSubSurf)
- bug fix, possible crash on meshes with loose edges but
in mface not in medge
- missed file in last commit, for proper updating in image
window
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mapping (instead of Edit{Vert,Edge,Face} pointers)
- dropped convertToDispListMeshMapped (whew, glad of it too)
- added DerivedMesh drawMappedFaces function
- dropped EM suffix for DerivedMesh functions, it was neither
particularly correct nor descriptive
- converted test_index_mface to test_index_face that also corrects
MCol and TFace. Good thing we had three versions of this routine,
you never know when one might burn down.
- removed flipnorm_mesh, not used anymore (and was incorrect to
boot)
- Getting face select to work with modifiers turned out to be much
more complicated than expected. Reworked mapping architecture for
modifiers - basically elements in a DispListMesh are now required
to be stored in an order that corresponds exactly to original
ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX
that is set on each element that is set on the first derived element
of each original element. I can't say the code to follow these
requirements for subsurf is particularly transparent, but on the
upside it is a reasonably consistent and simple system that is memory
efficient and allows keeping the DispListMesh structure.
- rewrote mirror modifier to be simpler/conform to new requirements
for mapped DispListMesh structure. This also means that mirror interacts
much better with incremental subsurf calculation (it used to recalc
one entire side on any topology change, now it generally avoids that).
- added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index
functions to handle mapping indices back into appropriate EditMesh
structures.
- bug fix, make edges didn't recalc object data
- bug fix, initial image assignment to TFace's didn't recalc object data
- new feature, added circle select support for FACESELECT
- bug fix, creating new faces in editmode duplicated the TFACE active
flag - but there should only be one active tface
- bug fix, possible crash when deleting all faces in faceselect mode
on mesh with tfaces...
Still todo: TFace edge drawing is still not always correct in face
mode, in particular with a mirror modifier when mesh has edges (and
no preceeding subsurf). Have not yet decided how to deal with this.
Best solution is probably to do switch to meshes all having MEdge's,
in which case I can get rid of TFace edge flags (and need to recalc
modifiers on tface selection change).
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- removed DerivedMesh.drawLooseEdges and replaced with much more
general drawEdgesFlag function that draws based edge flags.
- switch DerivedMesh.drawFacesTex to give user control over which
faces are drawn
- added object_uvs_changed and object_tface_flags_changed functions
to do object recalc flag flush/redraw queueing and added calls
in appropriate places
- added various edge flags to mark TFace information. This is used
by the drawEdgesFlag routine and was the best way I could come
up with to deal with drawing TFace information from modifier stack.
Unfortunate side effects are (1) uses a lot of MEdge flags (although
not needed in file so thats fine) and (2) requires recalculation
of modifier stack on UV selection changes. #2 is disappointing
but I could not find a better solution.
- update UV mesh shadow drawing to use modifier result. At the moment
just uses the final result but probably should be integrated with
the editmode cage option.
- convert draw_tfaces3D to use drawEdgesFlag routine which cleaned
up the code quite a bit.
- convert draw_tface_mesh to draw using result of modifier stack.
Same comment about which result actually gets draw in FACESELECT
mode as for UV editor shadow drawing applies.
There is a still a bug in that selection is using the wrong
mesh to draw.
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- bug fix, force free of bake data on exit editmode, can't
give user a choice
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- Option is in EditButtons, Armature panel.
- Currently only local X-axis mirror (seems to be default anyway)
- Transform then applies changes to the mirrored-name bone as well.
- Extrude: also does the counterpart Bone
- New: SHIFT+E extrude: extrudes 2 mirrored Bones out of a normal Bone.
(creating names by appening _L and _R)
Or in short: you can now model a full rig without any manual naming!
Of course the names are not too nice... a couple of ideas to explore;
- rename a mirrored bone renames counterpart too
- allow in weightpaint mode to select Bones
- and of course mirrored edit in PoseMode (if that's useful...)
Important note: I tweaked the naming convention a bit; names like
Bone_L.005 and Bone_R.005 are considered counterparts. However, if
you use the "Flip names" option, the number extension is still
truncated.
BTW: Commits in Zr's code are fixes for gcc warnings. :)
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with "loose" edges (edges without a face) and drawing in
solid mode. they would either not draw, or draw with a nasty
selection outline. Added a ME_LOOSEEDGE flag to mark such
edges in displists/mesh and editmode sets it.
- changed DerivedMesh drawEdges to take an argument whether
it should draw loose edges or not
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- added ME_EDGERENDER flag, barely changes things atm except makes
sure plain meshes with FasterDraw/etc set still render all edges.
The edge drawing system needs a bit of a revamping - it is a cool
feature but could use several improvements:
(1) The algorithm could be better in choosing the best edges to
draw.
(2) The drawflags should interact well with modifiers. It is wierd
to have a large grid with a deformer that draws no edges because
flags are only calculated based on base mesh.
(3) Drawflags should not be destroyed by editmode. Better design
would be a "Draw % of edges" button.
Of course, could also be the feature is not worth it and we
should just drop. Feel free to comment if you have an opinion.
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worked properly with modifiers. Needs more testing I am sure.
No, honestly, I wasn't just cleaning for the hell of it, it
was *necessary* (I would never do such a thing). Selection should
work completely with cage options of modifiers now.
- added DerivedMesh foreach functions to iterate over mapped
verts/edges/face centers. These replaced some of the drawing
functions and are more general anyway. Special edge drawing
functions remain for performance reasons.
- removed EditFace xs, ys fields
- added general functions to iterate over screen coordinates of
mesh/curve/lattice objects
- removed all calc_*verts* functions that were used for storing
screen coordinates in objects. they were recalc'd on the fly
for most situations anyway, so now we just always do that.
calc_*verts_ext was one of those calls that did dirty things
deep down in the callstack (changing curarea and poking at
matrices)
- rewrote all vertex level selection routines (circle, lasso, bbox)
and closest vertex routines (rightmouse select) to use the new
system. This cleaned up the selection code a lot and the structure
of selection is much easier to see now. This is good for future
work on allowing modifiers to completely override the selection
system. It also points out some discrepancies in the way selection
is handled that might be nice to resolve (mesh vertex selection has
fancy stuff to try to help with selecting overlapping, but it only
works w/o bbuf select, and curves/lattices don't have at all).
- had to remove ton's code to move Manipulator to cage location, this
is not reliable (can come up with a different method if requested)
- as it happens BezTriple.s and BPoint.s are basically available to
be removed, just need to rewrite editipo code that still does
background calc of screen coordinates
- MVert.{xs,ys} are still around because they are abused in some places
for other info (not sure if this is safe actually, since they are
short's and the mvert limit went up).
And did I mention this commit is comes out to -305 lines? Well it does.
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- switch to using DerivedMesh.drawMappedFaceCentersEM to draw
face dots, still need to do some work so this works in all
selection modes (atm it does not work in no-zbuf mode)
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using in assorted DerivedMesh functions
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drawMappedEdges
- added DerivedMesh.convertToDispListMeshMapped function which converts and
also returns mapping information for use in editmode
- updated DispListMesh derivedmesh to be able to function in editmode
- update mirror modifier to support use as a cage
- update mirror & subsurf modifiers to properly pass mapping information down
modifier stack
It is now possible to have a mesh with mirror/subsurf modifiers where you
can edit with both as cage. Selecting the mirror'd part works, but of course
transform is flipped so it is a bit weird. Not the cleanest code in the
world and I can't say I am really happy with the architecture but it works for
now and supports the existing feature set.
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