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2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-01added a sloppy option for getting the active face, which returns the last ↵Campbell Barton
selected if none is active, made the uv calculation aspect correction use the active faces image rather then the last used image viewports.
2008-03-26Fix for bug #8713: edge loop delete did an undo push too much.Brecht Van Lommel
2007-10-19Mesh edit option 'AutoMerge' - access from the mesh menu, basically runs ↵Campbell Barton
remove doubles after transform. but only merges unselected verts into selected verts, so it wont merge verts your not editing.
2007-09-22added an active face for the mesh editmode and normal mesh - this is needed ↵Campbell Barton
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.
2007-09-19reworked how tile functions, seperated image and tile setting ↵Campbell Barton
functions/events and made tile work with image pinning. changed how image replace works, it used to load a new image and then assign that image to all faces in meshes active UV layer. without replacing images in textures or images on inactive UV layers now it simply changes the filename of the existing image and reloads the contense. This is different in some other subtle ways, 1) replace used to use an existing image if it was available, this could be confusing because when I replaced with an image I didnt like, but had alredy applied to objects in some other scene, replacing again would alter the images from models unintentionally. 2) since replace used to load a new image, it would load with a new name. at the moment the name is left unchanged, This is better when dealing with linked libraries. because when replacing a images, anything linking to that texture gets broken. since imaged can get automatically named strings longer then its possible to enter into the user interface, you could wind up with some really annoying cases where it wasnt possible to type in the original name again. Since this replace effects everything usiung the image, we may want to have 2 replace functions, "Replace Globaly" and "Replace in Mesh"
2007-09-13Selecting faces in editmode did not delimit seams as it does in Face/UV mode.Campbell Barton
added this to editmode, only delimit seams if face selectmode is enabled.
2007-09-12Added UV face rotate and mirror to editmode and re arranged some of the ↵Campbell Barton
editmode keys The WKey menu was way too big and not well organized, re-arranged keys like this. Ctrl+V - Vert Menu (remove doubles, smooth...) Ctrl+E - Edge Menu - left as is Ctrl+F - Face Menu - (flip normals, shading, Rotate and Mirror UV's/Colors) Wkey menu only has subdivide in it now. filesel.c - only show the relative paths option if the file is saved, (flag on by default caused the image to silently fail loading on my system, and gave permission errors on a users), also removed a warning.
2007-09-11Added active drawing in editmode (may need some more work), this hilightes ↵Campbell Barton
the last selected vert/edge/face, which is needed for moving some of the UV tools into editmode. Added copy menu for editmode for copying from the active faces material, image, UV's vcols etc, improved on the current vertex color copy by averaging the 4th color when copying color from a tri to a quad. And added edge crease and length copy cerrently verts dont have a copy menu but eventually copy weights would be good.
2007-09-10UV Editing is now done in editmode rather then UV/Face Select mode.Campbell Barton
Notes * you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name) * going into Face Select mode no longer adds UV's and does not need UV's to work. * The UV Calculation menu is now in editmode (Alt+W) Todo.. * Image replace - partly broken in stable also. * Rotate/Mirror UV/VCol are still only in Face Select mode. * Hide/Reveal is not quite right, (issue with editmode flushing)
2007-03-28added options to add mesh (cap ends, radius and depth)Campbell Barton
2007-03-28made the add mesh functions use do_clever_numbuts so multiple options can be ↵Campbell Barton
in the one popup
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.
2006-11-09Patch #4896, submitted by Juho Vepsäläinen (bebraw):Ken Hughes
Allows "Degr" field in Mesh tools accept negative and positive float values from range [-360, 360].
2006-11-07->Commit of patch #5132: Separate by materialGeoffrey Bantle
This patch adds a new option to the separate menu in editmode, 'By Material'. It simply loops through all materials in the mesh selects the faces associated with them and calls separate(). Thanks to Andrea Weikert for the patch!
2006-11-06Merged Google Summer of Code sculptmode/multires/retopo tools.Nicholas Bishop
From the tracker: https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-09-28-> Sanity Check for Selection HistoryGeoffrey Bantle
Some operations like edge loop deselect would cause selection history to become invalid. Added a sanity check to countall() to try and catch these when they happen.
2006-06-08-> Fix for bug #3867Geoffrey Bantle
Face loop cut was failing on meshes with hidden parts. Also modified edge ring selection code in editmesh_mods.c to ignore hidden parts of mesh.
2006-05-29-> UV Edge collapseGeoffrey Bantle
Added code to make 'Collapse Edges' handle UV's intelligently. This seems to work in just about every case that I can test, so it's turned on by default. Also completely removed the 'collapse faces' command and code. I'm not sure what I was thinking with this in the first place since edge collapse does the same job while in in face mode. Because of this there is now just one single command that covers both situations called 'Collapse' which uses the edge collapse code.
2006-05-25===Python API===Ken Hughes
Fulfilling a very old feature request: a new Mesh Primitives module is introduced, which gives script writers access to the Blender mesh datablocks created from the "Add->Mesh" menu. You can now do this: from Blender import * me = Mesh.Primitives.UVsphere(10,20,3) # 10 segments, 20 rings, diameter 3 ob = Object.New('Mesh','mySphere') ob.link(me) sc = Scene.GetCurrent() sc.link(ob)
2006-05-11-> New menu and toolbox entriesGeoffrey Bantle
Added the following to the 'select' menu of 3d header and toolbox while in mesh editmode: ' -Path Select -Edge Loop Multi-Select -Edge Ring Multi-Select -Loop to Region -Region to Loop Also added Collapse Faces and Collapse Edges to menu and toolbox as well as made them available in selection modes other than face exclusive and edge exclusive.
2006-03-28Add structure declaration to beginning of file to fix gcc warnings.Ken Hughes
2006-03-27Seperated out some functionality into 3 new functions.Campbell Barton
EM_editselection_center EM_editselection_normal EM_editselection_plane These functions are used by the manipulator to get data from an editselection. regardless of weather its a face/edge/vert.
2006-03-27-> Stored SelectionsGeoffrey Bantle
Previously Blender did not store the order in which vertices, edges or faces were selected in edit mode. In many cases it is useful to have this data, however it is not desirable to store every selection made. Now blender stores selections in the order in which they were made in a linked list called 'selected' in EditMesh. EditSelection structs are created whenever 'EM_store_selection' from editmesh_lib.c is called (currently only on user selection with mouse). There are several cases in which they might be deallocated by calling the 'EM_remove_selection' function however: -When the user deselects something with the mouse ('mouse_mesh' in editmesh_mods.c) -When switching selection modes stored selections that are not relevant to the new mode are removed by the 'EM_strip_selections' function (multi-select mode is supported) -When the vertex, edge or face pointed to by a certain stored selection is deallocated -When EM_clear_flag_all is called and where the flag passed to the function contains the 'SELECT' bitmask. -When leaving edit mode (making stored selection data persistent across editing sessions will require modifications to mesh DNA later) Todo: There are a few cases still where you can temporarily end up with a stored selection that points to an element that is no longer selected (edge loop de-select can cause this for instance). The solution to this is to add a call to EM_remove_selection from 'EM_select_edge' and 'EM_select_face' when these functions are being used to deselect elements. For the sake of completeness however this will also require that an 'EM_select_vert' function be coded and called at all appropriate parts of the editmesh code. I will look into this later in the week. For now there are two tools that already take advantage of the stored selections. The first one is 'merge at first or last vertex' in the merge menu (the 'firstvert' and 'lastvert' pointers are gone from EditMesh). The second tool is path select, which builds a path between the last vert selected and the second to last vert selected. This allows you to build complex path selections in a short amount of time like this 'select A, select B, path select. select C, path select. select D...'
2006-03-25Added select group meny to mesh editmode.Campbell Barton
Currently only works for faces. Try Shift+G in face/editmode.
2006-03-152 New tools, 'Loop to region' and 'Region to loop'Geoffrey Bantle
-> Loop to Region Examines the current set of selected edges and seperates them into groups of 'loops' that each bisect the mesh into two parts. Then for each loop it selects the smaller 'half' of the mesh. Example images: http://www.umsl.edu/~gcbq44/looptoregion2a.jpg http://www.umsl.edu/~gcbq44/looptoregion2b.jpg This tool handles multiple loops fine as is shown by these images: http://www.umsl.edu/~gcbq44/looptoregion1a.jpg http://www.umsl.edu/~gcbq44/looptoregion1b.jpg Furthermore it handles 'holes' just fine as well: http://www.umsl.edu/~gcbq44/looptoregion3a.jpg http://www.umsl.edu/~gcbq44/looptoregion3b.jpg -> Region to Loop This is the 'logical inverse' of loop to region. Example: http://www.umsl.edu/~gcbq44/regiontoloop1a.jpg http://www.umsl.edu/~gcbq44/regiontoloop1b.jpg Both features can be accessed by the 'Edge Menu' in EditMode (CTRL-E).
2006-03-08-> Path Select ToolGeoffrey Bantle
Added a new tool to the 'W-Key' popup menu in mesh editmode, 'Path Select'. When exactly two vertices are selected, 'Path Select' will find the shortest path of vertices between them. There are two methods for determining the shortest path, one that finds the path with shortest physical distance, and one that finds the path with shortest topological distance. Examples: Original Selection http://www.umsl.edu/~gcbq44/pathselect.jpg Path Select - Edge Length http://www.umsl.edu/~gcbq44/pathselect-shortestphysical.jpg Path Select - Topological http://www.umsl.edu/~gcbq44/pathselect-topological.jpg The tool uses a straightforward implementation of Dijsktra's algorithm and may be a bit slow on extremely large meshes. As a speedup you can hide the parts of the mesh that you are not working on and they will not be searched.
2006-02-22[Two Sections here; First is the log that *should* have been includedGeoffrey Bantle
to my previous commit (whoops). The second part covers the changes I have made to the code since then (all related to merge tools code).] # Part One: Complete Log for Commit from 2/13/06 -> Upgraded merge tools. The new merge tools add several options to blenders Merge submenu, accessed via the WKEY whilst in Editmode for meshes. The new options depend on current mode: - Vertex mode: "At First" and "At Last" When choosing "At First" or "At last" it will merge all selected vertices at the first or last selected vertex. (Note: Blender now keeps track of the last and first verts selected in editMode (G.editMesh->lastvert and G.editMesh->firstvert pointers. This meant additions were made to the undomesh code in editmesh.c as well). - Edge mode: "Collapse Edges" When choosing this option, Blender examines the current set of selected edges and groups them according whether or not they are topologically connected. It then goes through each group and merges them one by one to a single point. - Face Mode: "Collapse Faces" Works the same as "Collapse Edges", only works on groups of topologically connected faces. -> Inclusive selection mode conversion. This feature extends the ability of blenders selection mode conversions. Currently when you change selection modes from a "lower order" mode to a "higher order" one (vertex->edge, vertex->face or edge->face) blender only selects elements in the new mode whose elements were completely selected in the previous mode. This patch does not change blenders default behavior but offers implicit selection mode conversion as an alternative. To access it, hold either the left or right CTRL keys and click on a selection mode in the view 3d selection mode header buttons. This can be accessed via the CTRL-TAB selection mode switching as well, simply hold CTRL while clicking the mode you want or entering its number on the keypad. In some programs, such as Wings and Mirai, it has been demonstrated that it can also be very useful to exploit selection mode switching to implicitly select previously unselected elements as well. For instance switching selection mode from vertex to edges will select all edges currently associated with the currently selected vertices. The same behavior is applied to switching between vertex->face and edge->face. By exploiting this sort of selection conversion complex selection sets can be built quicker. Furthermore I modified blenders UndoMesh code to make selection mode switching "undo coherent". Aside from its relevance to inclusive selection mode conversion, this really counts as a "bug" in my mind. Previously selection mode switch could cause the selection state of the mesh to be invalid when certain modeling operations were undone. An example of this would be "edge subdivide-> switch to face mode-> undo"; you end up with edges selected while still in face mode! # Part Two: Log for this Commit -> Code Cleanup As per Ton's request I reformatted all my code, changed variable names and eliminated my use of "LinkNode" structs and replaced them with "ListBase" instead. There should be no warnings while compiling now either. -> Remove doubles bug Fixed small problem in removedoublesflag() in editmesh_tools.c that caused editface structs to get their UV's scrambled. Vertex colors might not be safe though? Need to investigate later. -> Small bug in in the the code for merge last/first It could cause a crash when exiting editmode, switching meshes, then entering editmode again. "lastvert" and "firstvert" pointers are now set to NULL whenever exiting editmode now (see load_editmesh() in editmesh.c). I will find a better solution to this *soon*... -> All merge tools now UV aware (optional) The default behavior is to leave UVs alone, but if you hold CTRL while clicking on the menu entry, UV's are merged. This works fine in most situations, although some investigation into how to best handle merging of UVs at the border of UV islands needs to be done. This last item brings up a point about the current state of the interface: several functions accessed through the WKEY menu now use the CTRL modifier to change how they behave (This convention has been in place for a while, see subdivide for example). Unfortunately there is no way to communicate the way modifier keys change the behavior of certain functions to the user. This makes such options invisible for all intents and purposes...
2006-02-14Weekly cleanup in my precious blender tree :)Ton Roosendaal
Unused variables, missing prototypes mostly.
2006-02-14Modified Files:Geoffrey Bantle
source/blender/blenlib/BLI_editVert.h source/blender/include/BIF_editmesh.h source/blender/src/edit.c source/blender/src/editmesh.c source/blender/src/editmesh_lib.c source/blender/src/editmesh_mods.c source/blender/src/editmesh_tools.c source/blender/src/header_view3d.c Log: Commit of the 'upgraded merge tools' (Patch #3345) and 'inclusive selection mode conversion' (Patch #3768).
2005-12-30With the royal blessing of guitarGeek, I commit the sharp/flat meshChris Want
editmode selection tools. The documentation can (currently) be found here: http://mediawiki.blender.org/index.php/Requests/SharpFlatSelect
2005-12-23Some bugreports from the orangers for Shape Vert Copy :)Johnny Matthews
1. Selection is now not lost on cancel 2. Subsurf now Updates 3. MMB copys at 100% immediately 4. Full copy removed from menu since due to #3
2005-12-23Additional Shape Vert Copy Tools in editmode WKEYJohnny Matthews
Copy Shape Verts Blend (interactive blending copy) Propagate Verts (copys selected verts from current to all other shapes) UI for interactive needs work and Propagate verts needs tidying up, propagation does not show yet until TAB :(
2005-12-22Copy Shape VertsJohnny Matthews
In mesh editmode, while editing a shape, select some verts, W Key, "Copy Shape Verts". You will be presented with a list of shapes and once chosen, the selected verts will be moved to the position of the verts from the chosen shape. Most handy use would be reverting part of a shape back to basis e.g. Making eyebrow shapes, add a key and model the eyebrow shape symetrically with the x-mirror tool Go out of editmode, copy that shape Go into each shape and revert 1 side to basis If the mesh has had verts added/removed since last entering editmode, you need to TAB-TAB first before copying
2005-10-25Subdivide recode assistance!Ton Roosendaal
- Added subdivide sck upport for vertex groups - Brought back subdivide-smooth, but it doesn't work as good as before yet, it used to catch an exception for subdividing the middle vertex of a quad, with edge-based subdivide it's not that simple. Will check later. - made "number of cuts" a static variable, so it doesn't jump back to 2 all the time Coder level notes: - removed the old subdivide code (yay, over 30k code less!) - did some minor layout cleanups in the new code (just consistant syntax) - removed redundant code parts, to enable smooth & vgroup subdiv - subdivide smooth can do multiple cuts too, but i like to see that only as option when our smooth formula is good! Compliment: I think Johnny really made comprehensible design and nice code here. Was a joy to work with. :)
2005-10-22Long on the wishlist!Ton Roosendaal
- CTRL+click in EditMesh now extrudes selection. If no selection, it adds a new vertex. Try it on a full selected monkey. Fun! :) - CTRL+click now also adds the new stuff aligned with the view, as if you had translated it to the mouse cursor. Only new vertices are added with respect to 3D cursor location.
2005-10-211. Moved Edgeloop Delete to Delete Menu out of Edge SpecialsJohnny Matthews
2. Edgeloop Delete will pop the undo stack if it fails 3. Small Tweak on CTRL-Subdivide selection
2005-10-20New Mesh tool: "Rip".Ton Roosendaal
http://www.blender3d.org/cms/Mesh_Ripping.712.0.html This tool allows to insert gaps/seams in a Mesh, based on the selection (1 vertex or a row of edges) and the position of the mouse (to indicate the part that gets grabbed). Shortcut: Vkey. Special Orange request!
2005-09-28* Headers for the last Set Smooth commitMatt Ebb
2005-08-20 - convert all DerivedMesh map functions to use index basedDaniel Dunbar
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).
2005-08-17- New feature: shift+ctrl+t in Mesh editmode splits quads in exact oppositeTon Roosendaal
way. Requested for low-poly modeling. - fix: on exit editmode, the code always created a mesh->dvert block... silly, this made other code confused which decided whether to use dverts (vertex groups) or not. - removed obsolete call from armature.c. Also fixed name of function there, preparation work for nicer support in Blender for "deform envelopes"
2005-08-17For lukep:Chris Want
In face select mode, select faces by triangle/quad/other. Available through header menu, toolbox, or hot keys. Hot keys are: ctrl-shift-alt-3: Select all triangles ctrl-shift-alt-4: Select all quads ctrl-shift-alt-5: Select all non-triangles/quads (maybe a bit sore for the wrist) And also available through the menu/toolbox. I've never used f-gons so I don't know if the 'select other' function works there (or works at all, for that matter).
2005-08-10 - bug fix, face center drawing was wrong for editmeshDaniel Dunbar
- added several useful utility functions to editmesh, these can simplify/clarify a lot of mesh code, check them out - cleaned up EdgeSlide a bit to be clearer/shorter o bug fix, EdgeSlide did not always cancel correctly o bug fix, EdgeSlide did not choose initial "control" edge correctly after calc_meshverts_ext change
2005-08-09Big commit, had to rework lots of selection stuff so that thingsDaniel Dunbar
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.
2005-08-08Added extra Select Type option for esubdivide and put them in defines to get ↵Johnny Matthews
rid of magic numbers SUBDIV_SELECT_ORIG - Retain selection to look like original selection SUBDIV_SELECT_INNER - New selection is all the new inner edges SUBDIV_SELECT_INNER_SEL - New selection is all the new inner edges except where only 1 edges was selected on a face Loopcut now uses SUBDIV_SELECT_INNER_SEL for better interaction with edgeslide
2005-08-08In CTRL-E menu "Edgeloop Delete" with a valid "inner" edgeloop selected, ↵Johnny Matthews
this function calls other tools to delete that edgeloop by doing the following Edgeslide to one side 100% CTRL + to select "more" Remove Doubles Leaves you with new faceloop selected.
2005-07-23 - change mesh_calc_normals to set vertices with len(no)==0Daniel Dunbar
to normalised coordinate (convention in blender, helps with halo) - removed vertexnormals(), vertexnormals_mesh() - removed CTX_NO_NOR_RECALC (always assume already calculated) - change NMesh.c to call mesh_calc_normals - chance load_editMesh to call mesh_calc_normals after done converting instead of using editmesh normals - update recalc_editnormals to also calc vertex normals (whats 4 more adds and a sqrt among friends) Its hard to believe, but it just might be the case that there are only two places mesh normals are calculated now (renderer and kernel)
2005-07-23Added code in loopcut to undo cut if edgeslide was cancelled. (For you Chris!)Johnny Matthews
Also Added some code for UV's in subdivide. This is close, but still is not perfect :(