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2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-11-26Fixes for some long standing transform bugs.Martin Poirier
- [#6112] is this an extrusion bug? When extruding, x-mirror was giving weird behavior since the extruded vertice could match with their non-extruded counterpart on the other side. The solution is to disable x-mirror (with a transform context flag, like disabling PET) in that case. - External constraint setup calls (BIF_*) didn't setup some internal structs properly. For the user, this resulted in some transform (extrude particularly) showing a full 3d vector in the header instead of a scalar along the constraint axis (this messed up num input a bit too, you could type values in unused axis).
2007-10-20Image Stamping patch by Diego (and peach request)- stamps image info into ↵Campbell Barton
metadata and optionally draws into the frame. This patch includes some changes I made... * use blenders bitmap fonts (rather then own fonts) * select font size * user interface layout changes * Marker as another image stamp option Also added some new API calls BMF_GetFontHeight(font); BMF_DrawStringBuf(...); - so we can draw text into an imbuf's image buffer. get_frame_marker(frame) - get the last marker from the frame. IMB_rectfill_area(...) - fill in an image buffer with a rectangle area of color. TODO - draw stamp info in 3d view, at the moment it just displays in the animation.
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.
2007-09-30- rewrote UV Stitch, (seperate from limit stitch now), does much less Campbell Barton
work for same results. - UV Stitch with the V key was not working (as stated in the menu) - Rotate UV's and Colors now have an option for CCW (was in the menu but not implimented) - Draw face dot in UV when in face mode
2007-09-28bugfix from 11860, the derived mesh was getting free'd twice (crashed Campbell Barton
editmode + linked-dupes + texture-drawtype) Also fixed own bug with face mode setting (wasnt checking for texface)
2007-09-20added a view properties panel for image/uv. moved the cursor x/y there to ↵Campbell Barton
match the 3d view. added an optional view setting - Repeat/Tile image display so mapping with tiled textures you dont have to guess the locations or look in the 3d view to see what your mapping to. copy and face menu was missing depgraph update calls.
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"
2007-09-18Another purge of compiler warnings (some of which I've been getting for a ↵Joshua Leung
while) as a warmup exercise.
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.
2007-09-10UV 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)
2007-08-28This is patch #7056Kent Mein
Submitted by Davide Vercelli (unclezeiv) removes the restriction of using the screw tool only in front view. Kent
2007-07-03* Removed the 'Beautify Fill' confirmation. None of the other fill Matt Ebb
tools have them any more, it was an annoying historical artifact from before undo.
2007-04-07Save PET state before ripping and disable it, so that post rip transform ↵Johnny Matthews
works better. Restore PET state after finished.
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
2007-03-27-> Fix for bug #6327Geoffrey Bantle
Small fix for edge subdivide code. Handling of visibility flags was never handled properly, this should fix.
2007-02-26=== Edit Mesh Bevel ===Martin Poirier
[ #6110 ] bevel tool contains a bug Fix: Added missing initgrabz
2007-02-23Bug #6093:Brecht Van Lommel
Spin tool now uses the 'clockwise' setting again. This was disabled because degrees accepts negative values, but it seems to cause confusion, and there's no reason both buttons can't work at the same time.
2007-01-10Modified weightpaint to prevent user from editing multires weights except on ↵Nicholas Bishop
level 1.
2007-01-09Fix for bug and #5449 and #5423:Brecht Van Lommel
Crashes using flip triangle edges or beauty fill. The cause was edges being marked for deletion and deleted that are still in use by faces. This could happen if the edge was part of a quad or unselected triangle, or if the edge was marked for deletion, but then needed again because of another flip.
2007-01-01->Fix for bug #5542Geoffrey Bantle
Missing a check for non-manifold edges in new alt-j code. Fixed now.
2006-12-29=== Transform Snap ===Martin Poirier
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.
2006-12-26-> Further work to improve triangle conversion tool:Geoffrey Bantle
The improved triangle to quad conversion is now better integrated into Blender in several respects. First of all the code makes distinctions between 'simple' pairs and 'complex' pairs. Simple pairs are an island of exactly two selected triangles that are joined by an edge. These simple pairs are subject to the old 2.42 rules for joining triangles. Complex pairs are part of larger islands of selected triangles and their conversion is controlled by several parameters that can be individually tweaked via new buttons located in the "Mesh Tools" panel of the editing buttons. Furthermore the tool deals with any arbitrary combination of simple and complex islands in a consistent and logcial way. The code has also been drasitcally cleaned up and should address the open bugs in the tracker regarding alt-j. However as part of cleanup the tool has been made somewhat slower to insure a consistent mesh structure. This is a limitation of the exist_face() function in editmesh and will have to be adressed at a later date.
2006-12-06Another 3-in-one commit:Ton Roosendaal
- Unitialized variable in new shadow code caused Sun lamp shadow to not work. - Ipo handle bug: when the handle was vertical it flipped around - Loop select: unitialized variable caused it to work unpredictable in cases. Also found an unitialized var in collaps_edgeuvs().
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.
2006-11-17Get rid of various warnings with gcc under linuxKen Hughes
2006-11-16Fixed bug #5235, "deleting edges, verts, or faces in multires does bizarre ↵Nicholas Bishop
things to mesh" Added a simple check to a number of editing operations. If multires is enabled, an error is displayed and the operation is cancelled. This includes adding and deleting verts/edges/faces, and anything that would reorder elements.
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].
2006-11-08Modified the way booleans preserve face data, and cleaned up someBrecht Van Lommel
duplicate code. Also removed redundant files from the bsp module, that where replaced by boolop last year, no sense in updating them for these changes. On the user level things should still work the same, this is only preparation work. Not counting the removed files, -1501 lines of code, not too bad :)
2006-11-08->Join triangles fixes.Geoffrey Bantle
There was a bug with the new join triangles code that caused concave faces to be created. This is fixed now and is tweakable using the the 'threshold' value set in the 'Mesh Tools' panel in editbuttons. Also removed the popup notice telling you how many triangles had been joined. It was only there for debugging purposes.
2006-10-18-> Triangle to Quad bugfixGeoffrey Bantle
Last minute bugfixing for last commit introduced a brand new bug causing Crashes, whoops! Fixed now.
2006-10-18-> Improved Triangle to Quad conversionGeoffrey Bantle
Alt-J behavior has been replaced by a port of the Tri2Quad python script currently in CVS. This method has many advantages over the old behavior. A simple illustration of how the new method is superior to the old can be made by triangulating a suzzane and converting it back to quads. http://www.umsl.edu/~gcbq44/t2q2a.jpg http://www.umsl.edu/~gcbq44/t2q2b.jpg The algorithm works by considering all possible triangle pairings and then weighting them according to how appropriate it would be to join. These pairs are then quick-sorted and those with the highest weighting factor are combined. The function is quite fast even for dense meshes and usually involves no noticeable wait-time for completion. For instance the following imported model took less than 2 seconds to convert on my 1.3ghz PPC powerbook: http://www.umsl.edu/~gcbq44/mimitri.jpg http://www.umsl.edu/~gcbq44/mimiquad.jpg It should be noted by the user that this method also discards face pairs where the two triangles: -do not share the same material -do not share the same UV image (texface) -do not share a compatible set of UV coordinates -do not share a compatible set of vertex colors -will form a concave quad or create a non-planar face Additionally if the edge shared by the pair is marked 'sharp' the pair will be discarded from the quicksort. In this way the user can gain great control over the conversion process if they desire as this imported VRML model of a sneaker illustrates: http://www.umsl.edu/~gcbq44/t2qa.jpg http://www.umsl.edu/~gcbq44/t2qb.jpg For the future it would be nice if some of the options for the conversion process, such as angle tolerance, could be made configurable in the UI. However it is unclear at this time which options should be made configurable and where to put them. Feedback on this is appreciated. Special Thanks goes to Joe Eager for the two macros he contributed to this code and to Campbell Barton for writing the script this was based on!
2006-09-19->Knife Midpoint and Vertex CuttingGeoffrey Bantle
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)
2006-09-12Menu to copy Shapes (Editmode Mesh, CTRL+C) now displays in columnsTon Roosendaal
2006-08-20Huge commit: VERSEJiri Hnidek
- 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
2006-08-11-> Vertex support for knife toolGeoffrey Bantle
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.
2006-07-31Siggraph show commit!Ton Roosendaal
- 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.
2006-07-05Protests! So, we then better live with a switch to edge-select on usingTon Roosendaal
the 'region to loop', and implement the notice using a non-blocking status line once. Nice proposal: http://mke3.net/blender/interface/interaction/statusline_error.png
2006-07-05Minor fix: the "Region to Loop" option changes selection mode to 'edge'Ton Roosendaal
by default. Was already a report in tracker... I think it is nicer to notify user of such changes first.
2006-07-01Bug #4552Ton Roosendaal
Added extra security for fill faces. This function is being used for importing now too, and it gets called for quite weird fill cases... nevertheless, it should not crash!
2006-06-28Fix for bug #4523:Brecht Van Lommel
- Crash on collapse with subsurf modifier. Cause was a missing DAG update when calling from the 3d view header menu. There really should be some standard way to place these countall, DAG update, redraw and undo push calls for editmesh tools, now they're in random places in the editmesh and UI code.
2006-06-24Changed error message for "Screw" tool in Edit Mesh into:Ton Roosendaal
"You have to select a string of connected vertices too" (Was: "You have to select a Curve").
2006-06-22fix #4327Ton Roosendaal
The Mesh Bevel tool doesn't look at selection (works on all) but it called a recalc-normals that assumed selection. Added a select-all prior to bevel. (bevel doesnt even respect hidden!)
2006-06-22Bugfix #4411Ton Roosendaal
New option "Loop to region" selection crashed when no valid loop was selected. Just a NULL pointer check. Also: unified function declaration syntax, so it matches with rest of code.
2006-06-21small change, the edge collapse limit was only 0.001, whats way too big and ↵Campbell Barton
I found it removed more points then just the ones that collapsed. changed to 0.000001 - the verts are collapsed to the same location so it they shuld not to offset from eachother anyway.
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.
2006-05-31-> Fix for bug #4162Geoffrey Bantle
Bug in buttons_editing.c meant that edge subdivide code was getting called with wrong arguments when accessed via the edit buttons, but was called correctly from wkey menu. Also added Alexander's small fix so that beauty subdivide behaves correctly when used on non-proportionally scaled objects.
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.