Age | Commit message (Collapse) | Author |
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Edit Bone and Pose Bone can now be used as transform orientations
Also fix a bug with CTO comming from non-uniformally scaled meshes.
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rotate about active mixed with normal did not work as it did in 2.45, where the active edge could be used
as a rotation
axis (this is quite useful)
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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(e.g. 1000 blender units).
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Stupid if condition messed Normal orientation for pose bones.
Normal part didn't change and is expected, not a bug.
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Merge Normal orientation calculations with Custom Orientations, to make it work the same all accross the table:
- One or more faces: use average face normal (first edge of faces define tangent)
- One edge: use edge itself as normal (vertex normals define tangent)
- One vertex: use vertex normal (tangent is perpendicular to normal and z-axis)
- Two vertices => edge orientation
- Two vertices => face orientation
*I tested quite a bit but please report any bugs this might have caused.*
ADDED FILE WARNING: source/blender/src/transform_orientations.c
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Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel.
If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time.
Custom Orientations are save in the scene and are selected per 3D view (like normal orientation).
Adding from an object, the orientation is a normalized version of the object's orientation.
Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest.
(More logical orientations can be suggested).
I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation
Differences from the patch:
- orientations no longer link back to the object they came from, everything is copy on creation.
- orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
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replace 1 with SELECT
edited DVar texture tooltip
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=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
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handles now. Needed & useful for modeling trees here...
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transform manipulator was shown in sculpt mode which is inconsistant sicne G key dosnt work and other painting modes have this disabled. - thanks theeth for finding this.
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* Does not indicate that UV's exist, nor does it add UV's when used.
* Only accessible for texturepaint, vertexpaint and weightpaint from a button in the header (Paint Selection Mask)
* Not accessible from the mode menu, this is only an option that applies to paint modes.
This dosnt effect DNA, face select (G_FACESELECT) can be enabled at any time but is only used when paint modes are enabled.
Other changes
* UKey is uv unwrap in editmode, Ukey for undo was editmode only anyway.
* UVCalc in editmode adds a UV Layer if there is not one alredy.
* texture draw in editmode does not draw the face dots (they are get in the way of texturing)
* some missing updates were added.
* removed manipulator from when paint modes are enabled since the manipulator is not drawn in the 3d view.
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Manipulator drawing, enabled or disabled, with the exception of the
combo manipulator, was leaking a GLU quadric on every redraw.
I don't think this caused trouble in practical situations though, it
leaked about 1 MB when running Alt+A for 20 minutes here.
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coverity bugfix: Dead Code
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* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
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The circle drawn around the snap point is now truely constant regardless of zoom and size of the window. That size if linearly proportional to the vertex size (bigger vertex -> bigger circle).
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Proportional editing sometimes failed to work by a missing initialization.
It was caused by the combination of having manipulators on, and saving the
file with an active Armature Object in PoseMode.
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Manipulator orientation tweak: when having multiple objects selected, the
orientation option "Local" was always skipped, showing it global. Now it
uses the orientation of the active object.
The bug reportor noticed a conflict with the "Around" option "Active". In
that case he expected the orientation to be from Active Object as well.
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added missing includes for undefined symbols in windows release build
warnings:
creator.c(490) : 'libtiff_init' undefined;
transform_manipulator.c(237) : 'EM_editselection_center' undefined;
src\transform_manipulator.c(241) : 'EM_editselection_normal' undefined;
transform_manipulator.c(242) : 'EM_editselection_plane' undefined;
\python\api2_2x\Object.c(3658) : 'get_local_bounds' undefined;
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Nkey "Properties Panel" now has Dimension ("Dim") buttons too.
This reads from the actual bounding box value to see the size. Note that
dimensions for animated & deformed objects will change per frame.
(Cleaned up buttons layout for patch, and added support for Curve, Text and
Surface objects)
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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.
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works for getting the V/E/F normal. Means we can now rotate about the last selected edge.
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A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
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ALso: a bit tidying up in editaction.c and python Object.c
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Manipulator now centers on middle point of Bezier handle, when 2 or more
points in handle are selected.
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Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.
Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)
In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.
Todo: make action/nla drawing comply to Armature layer settings.
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3D Manipulator didn't snap to correct center in editmode Armature. Bug as
old as manipulators in blender. :)
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You now can set, in NKEY Transform Properties Panel, per XYZ rot/loc/size,
a protection for Transform tools to not change these values anymore.
This now works for Objects or for Bones in PoseMode.
Usage is especially for character animation, to give Bones in a Pose
defaults for rotation axes, so you don't have to worry about the correct
limitations (or setup complex IK limits).
Of course, this feature doesn't influence the animation system.
As an extra also the Transform Widgets then draw less handles. Note this
is based on the actual locked value, and depends still on Manipulator
orientation whether it can be used really.
Implementation warning: I had to remove the 'return' in the middle of the
editobject.c compatible_eul() call. It now makes nice compatible eulers
when they're simple (single axis rotations). Unfortunately there was no
note in the code why it was ever removed...
ALso: fix for crash in using Crease Transform and Mirror modifier.
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Tweaked selection code for Manipulators in 'combo' mode, it gives
preference now to the scale/translate widgets over the rotate arcs. This
enables use of these widgets in ortho top/side views.
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Best is to forget yesterday's commit and old docs. New docs are underway...
Here's how IK works now;
- IK chains can go all the way to the furthest parent Bone. Disregarding
the old option "IK to Parent" and disgregarding whether a Bone has an
offset to its parent (offsets now work for IK, so you can also make
T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
whether a Bone is directly connected to a Parent Bone, or not.
In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
chain. This can be any Parent of the IK tip (where the IK constraint is).
By default it goes all the way, unless you set a value for the new IK
Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
same Bone, and when there's a branched structure.
Multiple IK's on a single chain (no branches) is still executed as usual,
doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
in case there's a Tree IK structure. These weights cannot be set to
zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
Of course, the new features won't show in older Blender binaries! :)
Other changes & notes;
- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
connected (ALT+P had already "Disconnect").
On todo next; Visualizing & review of Bone DoF limits and stiffness
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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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*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed.
This commit merges manipulator orientation selection back in "traditional" transform.
That's how it works:
- The dropdown in the 3D view header is always visible
- The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z
However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before.
- Alt-Space (to change the orientation) works during transform
New Transform orientation: View, using the view axis.
Fixes for the following bugs:
- Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file.
- Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker.
- Numinput with lock constraints didn't work correctly. Reported on elysiun
Probably some others that I'm forgetting
I also moved a couple of functions around in an attempt to make things clearer.
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- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
Object's PoseMode
It was quite a lot recode, so tests & reports are welcome.
Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
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builds new DerivedMesh... caching can come later)
- split DerivedMesh returning functions into editmesh and mesh groups
- got rid of DL_NORS displist type (get built on fly for mesh when
needed)
- got rid of Mesh.disp (yay!)
- started to punch DerivedMesh returning functions into shape to introduce
modifier stack
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had to add a new feature to the 3d window, to collect "after draw" objects,
which get drawn as last, after a clear of the zbuffer.
Same method can be used for nice OpenGL transparent draw, the system is
ready for it, do that later.
The huge commit is caused by cleaning up globals from struct Global. Many
variables were unused or just not needed anymore. Did that to move the ugly
G.zbuf to where it belongs, in the View3D space struct. :)
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Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
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Cleanup in transform.c: removed uneeded includes and removed REPEAT experiment.
Split off manipulator init function, no need to resort on hacks to setup stuff before starting transform anymore.
Fix0r3d single axis projection for constraints. It deals with perspective correctly now (as much as planar constraints).
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element's rotation (in edit mode, obviously).
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- translate+scale : arrow at end of axis
- translate+rotate: draws axis lines now
- while translate: draws the axis line too
And: GCC was nagging about Martin's precious code!
transform_constraints.c:745: warning: suggest parentheses around comparison
in operand of &
Apparently the if(a & b == c) is undefined? Whatever!
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nicer, but be aware that these locations are 'virtual', derived from
the actual Mesh Cage vertices you don't see.
Normal transform (and actual transform with Manipulators) remains on
the original vertices, which also shows with dashed line towards pivot
on scale/rotate.
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http://projects.blender.org/tracker/?func=detail&atid=125&aid=2556&group_id=9
MEMSET was clearing the TransInfo struct after the constraint setup call has been made.
Temporary fix until the manipulator transform init is split off, like normal transform.
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CTRL+V on buttons
NKEY Panels
join mesh
join curve
editing buttons
boolean
vpaint
faceselect
Manipulator
Also; Transform() got in useless loop when you entered without anything
selected. Not sure why Martin recoded it this way... maybe as a first
step to handlerify it? For evil Python Aussie Bosses? :P
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Works nice quick to rotate a group of Objects around a defined center,
without hassle with the 3d cursor. Especially for the 3D Manipulator.
In EditMode/PoseMode this option falls back to "Centroid", as does the
"Individual centers" option already.
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Error in commit of 5 hours ago... normal alignment didnt work OK for the
case a face is selected.
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Implementation had some issues though, since:
a) Blender has no stats available that tells amount of selected edges
b) Bypassing the popup should be 100% accurate
b) Once you do that, the popup should actually only show possible
choices as well.
So! I've added a G.totedge and G.totedgesel, also being printed in the
info header. Using this variable the extrude popups could be limited too.
Also: made 'normal alignment' for edge-only selections work when the
normal wasn't pointing OK. Now it aligns the Z axis with the edge itself
Exact algorithm for choosing a 'normal' and 'plane' still is weak.
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stick to transform() until another mouse press (or ESC etc)
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Proportional edit:
- Proportional mode added to header as button/menu. Including new option
to have only connected geometry influenced.
- Added icons for proportional & proportional modes
- Make proportional edit data part of Scene, so all gets saved.
The Global flag G_PROPORTIONAL was removed
- Made sure #defines get used properly, also tweaked order for proportional
so it starts with regular 'smooth' by default.
- Use ALT+O in editmode to switch to new proportional 'connected' mode
Other UI stuff:
- in EditMode, the layer buttons get hidden... the amount of icons in
3d header grows to fast. :)
- made less ugly icons for the Manipulators. Still can be better.
- Added alpha-filter for pre-processing Icon-image, giving nicer display
of icon-antialising on dark or bright backdrops
- disabled Manipulators when in editmode, and current layers don't show
the edited data.
- Added the value used to define Normal size (editmode draw) in Scene too,
so it gets saved.
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On zoom out or zoom in, this clipping went more narrow or wider... should
be fixed.
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selected) and to vertex normals. Only issue is that vertexnormals are not
updated on each editing command (it's a bit too much overhead...) so use
a TAB+TAB for now to enforce proper vertexnormals.
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Also fixes bug #2481
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