Age | Commit message (Collapse) | Author |
|
* 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
|
|
|
|
do anything
|
|
blocks that were previously missed; and b) greatly increase my
ohloh stats!
|
|
down some values unnecessarily, which made it not entirely exact.
|
|
|
|
hidden ability to use MMB to constrain to screen axes.
|
|
Fixed the bug where it would snap to a selected (moving) vertex.
Fixed a bug with Snap Closest with only one vertex selected.
=== Internals: EditMesh Mods ===
Modify and documented findnearestvert.
Added a new parameter to restrict the search to selected or unselected vert instead of just adding a bias to them (as previously). Currently, the "strict" method bypasses the openGL optimisation, people with more knowledge about that should feel invited to fix it.
=== Internals: EditMesh Tools ===
Adding missing newline at the end.
|
|
Prob: selection sometimes gave wrong edges/faces
Selection code for editmesh was still using a short for calculating the
distance of a projected vertex/edge/face from the mouse position. In
zoomed in cases that'll give overflows and unpredictable results.
It was fixed only half before... now all shorts are removed for distance
calculus.
|
|
Previously had Vertex snapping in knife tool adjustable by the 'threshold'
value in the 'Mesh Tools' panel. This was actually a misunderstanding on
my part of a user request (oops). What was really needed was to make the
sensitivity of intersection code for vertex cutting adjustable. Vertex Snap
is now set at same tolerance as vertex selection.
|
|
Cutting through vertices and vertex snap was only supported in
'knife exact' mode. Now works for 'Knife Midpoint' as well.
(Multicut and vertex cutting would require N-Gons)
|
|
- All code is in #ifdef ... #endif
- Only make build system is supported and you have to add:
export WITH_VERSE=true
to user-def.mk file
- Blender can share only mesh objects and bitmaps now
- More informations can be found at wiki:
http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender
http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc
I hope, that I didn't forget at anything
|
|
Vertex Snapping for 'Knife Exact' tool was originally set at 75 pixels. Now its adjustable via the 'threshold' value in the editing context of the buttons window. I also changed the tooltip to reflect this.
|
|
Didn't realize that LMB+ALT was used for middle mouse emulation. Changed
the vertex snap modifier key for knife tool to 'CTRL' and fixed problems
with the drawing of the header instructions.
Also changed color of the knife tool to match that of loopcut tool. This
is easier to see and more consistent from a UI standpoint as well.
|
|
Previously the knife tool only allowed you to cut through edges. This
approach is limited however, since many times you want to cut through
vertices in order to create precise cuts or terminate a cut in a specific
way. Blenders knife tool now supports cutting through vertices as
demonstrated in these pictures:
http://briggs.zanqdo.com/newknife1.jpg
http://briggs.zanqdo.com/newknife2.jpg
Since the vertex intersection code is very precise, vertex snapping has
been added to the knife tool to assist the user when they wish to cut
through vertices and can be toggled by pressing and holding the 'alt' key.
Notes:
-Vertex cutting and vertex snapping are only available when using the
'knife exact' option.
-Added various fixes to the precision of the knife tool.
|
|
- pending commit for OSX intel systems, with intel graphics. These now call
an extra swapbuffers after glFlush(). Code is ifdeffed, and doesnt affect
other systems.
- show-off commit: option to have transparent nodes over the composite
result. Only draws Image for active Viewer Node now, and image doesnt
translate nor zoom (which isnt bad though).
Set in themes the alpha color of "node backdrop" to make nodes
transparent.
|
|
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.
|
|
Fixing Loopcut smooth to actually cut smooth
I think this will go to HEAD now...
|
|
|
|
CutEdgeLoop now ignores hidden edges
|
|
Also, updated the little helper line on the status bar to indicate that
terminating with ctrl-Enter leaves only the verts on the cut line
selected.
Johnny: Please review.
|
|
header is redrawn at the end of loopcut to fix part 2 of the bug , my previous commit fixed the first half of it :)
|
|
letting qread() finish its work instead of breaking. I think this may have been causing trouble.
|
|
prevent it from bottlenecking
|
|
|
|
- new feature, twiddled with lattice resizing to try to maintain
existing vertex changes... much nicer than just resetting the
lattice if you decide you need more detail in the lattice.
- modifiers work with lattices now. yes, that does mean you
can make a chain of lattices effecting each other 8 miles
long.
- some cleanup of softbody code, was rather splintered and call
path was twisted and confusing. reworked main object step
routine to do things in a more obvious and consistent manner
and without duplicate code
- added ob->softflag OB_SB_RESET instead of sbObjectReset
call
- modifier changes reset softbody now
- moved curve_getVertexCos/curve_applyVertexCos into curve.c
- update curve modifier eval to work with virtual modifiers
- update modifier apply to work with curves/surfs
- update make parent to also recalc object data
NOTE: Although you can turn SB on for curve/font objects at the
moment it doesn't really work because they call deform in
multiple steps and this confuses SB. Not sure how to deal with
atm.
|
|
object cos into screenspace without mucking with gl matrices.
- added view3d_project_ functions, take arguments instead of using
globals
- removed View3D.{mx,my,mxo,myo}
- switch drawobject foreachScreenVert functions to use new projection
functions
- switch edge slide to use new projection functions, fixes erratic
behavior (project was using wrong mat I believe)
- bug fix in edgeslide, nearest edge to start was one-off
|
|
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
|
|
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.
|
|
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
|
|
is a headerprint to show current status of smooth.
Also a little tweak in subd smooth. is still not perfect in full quads/tris cases
|
|
|
|
crosses itself' message. Still need to work on selection out of this condition
|
|
|
|
|
|
BIF_undo() instead
|
|
Also Added some code for UV's in subdivide. This is close, but still is not perfect :(
|
|
Further cleaned up editmesh code to be warning free and to have a little
nicer style :)
|
|
- appropriate callers of makeDispList replaced with depgraph calls
- unappropriate places just killed... small chance this gives some
errors in corner cases if dep graph isn't notified (example, font
family displists) but these can be tracked down as they show up.
- still a large number of callers of makeDispListCurveTypes, but
makeDispListMesh has just a few.
|
|
1. Return and PADENTER confirm loopcut and edgeslide
2. When choosing loop to cut in loopcut, can use numeric entry for number of cuts (less than 130)
3. Number of Cuts in loopcut printed in header
|
|
last preview line.
Thanks to Desoto for reporting.
|
|
Ton has been pushing me to get this in and finish it up with help, so here is a run down of the commit
Revised Features
Subdivide now is Edge based, allows for multicut
Loopcut was recoded, now has multi option
Knife tool now has multi option
New Features
Edgeslide
Edgering select
Removed Features
Alt-B Edgeloop selection (use alt-RMB in edgemode)
Shift-R Faceloop selection (use alt-RMB in facemode)
Old Subdivide (Except for smooth which is left in until new one works)
Todo
Subdivide Smooth Math is broken - could use some help here (look for alter_co in editmesh_tools.c)
Tweak mouse control of Edgeslide is hackish ATM
Add Non-proportional movement to edgeslide
Add smooth option to new loopcut
I probably left something out.
See here for more info
http://wiki.blender.org/bin/view.pl/Blenderdev/EdgeSubdivision
|
|
Knife cut in edge selection mode can cause crashes, since it uses subdivide
which isn't edge-select aware yet.
Quickly patched it by making knife checking on vertex selection.
Johnny: undo this change when you add the new subdiv code, good test for if
it works as well! :)
|
|
My fix to make subloops more idling was not needed in the case for
drawing the knife cut 'mouse trail'. This uses a proper qread() which
has a wait builtin for events.
|
|
Made face-looping code idling correctly (hotkey K in editmode)
|
|
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
|
|
lot of casts, added prototypes, missing includes and some true errors
|
|
loop select (Alt B)
Reported by Gimble
|
|
- loopselect doesnt work proper with vertices outside window
- outliner crash on script select (potential showstopper...)
- make curve parent menu, press ESC, crashed blender
All minimal changes in code. no new development, promised!
|
|
editmesh_loop.c:305: warning: implicit declaration of function `backdrawview3d'
I also removed the config.h stuff from this file, since were not using autoconf
Kent
|