Age | Commit message (Collapse) | Author |
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move on normals" tool (E key)
Update normals just after extrude -- topology is changing when extruding
and normals for non-extruded faces should be recalculated after this.
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for armature type object first.
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on smooth/flat flag on faces. This does give better results for low poly
game models, but there's just too much functionality that depends on this
(modifiers, displacey, editmode tools, extrude, ...), that there's not
enough time to fix these before the release.
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We hope it'll help for further workers in this area!
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- use BLI math funcs for normal float/short conversion.
- correct some un-intentional float/double promotions.
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into account that some tools use normals for things other than display. Now
we properly initialize vertex normals at flat faces too.
Also fixed a normal refresh issue, and deduplicated CDDM/mesh normal
calculation code.
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weighted normals as the render engine, and the render engine will copy
normals from the mesh rather than always recalculating them.
Subsurf/multires still use regular vertex normals, but they are expected
to be sufficiently high resolution to not need this.
This means that normal maps displayed in the viewport actually match the
render engine exactly and don't have artifacts due to this discrepancy.
It of course also avoids unexpected surprises where your render normals
look different than your viewport normals.
Subversion bumped to 4 for version patch to recalculate normals.
Patch by Morten Mikkelsen, with some small changes.
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header static for blenlib, blenkernel and editors.
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Reporter saw weird fgons and edge creases on spin-mesh.
Appeared that the edge-flag copying code happened after
freeing edges. Already since May 2007 or so... weird!
Also in this commit a couple of simple cleanups.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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name was misleading because the list items were removed from the source list.
(no functional changes)
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- use first selected if non active (clears confusion since this isn't at all clear)
- dont take unselected into account when calculating connectivity, would mess up in many cases.
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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- Added EM_project_snap_verts so other functions can re-use this, similar to old retopo_do_all().
- Changed how the normal for selected geometry is calculated, was accumulating half selected edge's into normals which was OK with even surrounding geometry but could skew too easily if the surroundings were not so even. Now use the 2D screen space selected edge vector to calculate the normals in relation to the target mouse position.
- Option to rotate initial selection, gives better results in some cases. (Ctrl+Shift+Click to disable)
http://wiki.blender.org/index.php/File:ClickExtrudeFix.png
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scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
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- swapped in less verbose math functons
- modifier include cleanup
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Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
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Make select all operator select mode sensitive (it won't select elements that aren't selectable)
Patch by Sergey Sharybin (nazgul) (slightly modified)
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not extruding faces).
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copy the editmesh select mode back to the scene on undo.
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behind G_DEBUG.
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for colapsing every other edge for eg.
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after)
Mostly the same as the recently added editmode tool with some extras.
* Options to disable filling in the rim between inner and outer surface, since its faster not to detect this in cases where its not needed.
* Option to disable high quality normal calculation, mostly noticable when operating on building walls, not needed for cloth or more organic shapes.
* Option to disable 'even thickness', again, not needed in some cases.
Also options for creasing inner/outer and rim edges, need this for makign Sintels cloths solid since zero crease looks far too soft.
note:
* UVs and VCols etc are copied to the new skin however rim faces dont get the UVs or vcols set from the faces they are created from yet.
* Normals are assumed to be pointing outwards
* used patch from Uncle Entity as a template since it added the DNA and RNA entries but the actual modifier from the patch wasnt used.
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assumed some angle between faces.
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angle_quad_v3 & angle_tri_v3
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override to extrude that means it runs without removing selected faces first, even on a partial selection
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corner angle of each face before displacing
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- shell_angle_to_dist() was using degrees
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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Added SpaceLogic, to restore the old logic buttons into.
In future it can be used for a more advanced logic editor, with
states, behaviour, whatever. We'll see!
This commit only adds the backend for new space. Committed this
now as reference for when we need another space type. It's still
not well plugin-able (dynamic space types), but my idea is to just
have a new SpacePlugIn for this, with a neat small API to define
all relevant callbacks.
Also note the icon for the spacetype is wrong still.
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by Shaul, did some minor tweaks.
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still is mirror transform. This commits adds the remaining operators:
* UV mapping operators (U key menu): cube, sphere, cylinder, etc.
* Hide/Show operators.
And solves most XXX's, including:
* Fix bad includes and calls into space image.
* Aspect ratio correction.
* Create UVs if they don't exist yet on unwrap.
* Assign image to UVs.
* Drawing proportional edit circle.
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Edit Mesh:
- Added back "Edge Shortest Path select"
It now also does regular selection, more fun!
It's mapped to CTRL+click now, and makes or clears selections
between current and previously activated edge.
Seam/Sharp/etc marking is a toolsetting mode still. These
options cannot become properties easily, because the tool
uses the properties of selected edge to clear...
- Removed a whole bunch of G.f flags, related to mesh drawing.
It's all now local in me->drawflags. Here's the list of
removed old globals:
G_DRAWEDGES
G_DRAWFACES
G_DRAWNORMALS
G_DRAW_VNORMALS
G_ALLEDGES
G_HIDDENEDGES
G_DRAWCREASES
G_DRAWSEAMS
G_DRAWSHARP
G_DRAWBWEIGHTS
G_DRAW_EDGELEN
G_DRAW_FACEAREA
G_DRAW_EDGEANG
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- Depricated another bunch of globals; all the totobj,
totmesh, totvert, and so on.
- All code that needs such totals now count it themselves,
these stats were not supposed to be reliable
- Editmesh now stores and manages own totals.
- Todo: make a scene->stats that tracks notifiers.
Bugfix: selecting failed in editmesh, backbuffer stuff was
too late, already using index ranges before it was set.
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