Revision 8c41c00 by Daniel Dunbar August 18, 2005, 11:31 (GMT) |
- added DerivedMesh.drawUVEdges function & implementations - removed DerivedMesh.drawLooseEdges and replaced with much more general drawEdgesFlag function that draws based edge flags. - switch DerivedMesh.drawFacesTex to give user control over which faces are drawn - added object_uvs_changed and object_tface_flags_changed functions to do object recalc flag flush/redraw queueing and added calls in appropriate places - added various edge flags to mark TFace information. This is used by the drawEdgesFlag routine and was the best way I could come up with to deal with drawing TFace information from modifier stack. Unfortunate side effects are (1) uses a lot of MEdge flags (although not needed in file so thats fine) and (2) requires recalculation of modifier stack on UV selection changes. #2 is disappointing but I could not find a better solution. - update UV mesh shadow drawing to use modifier result. At the moment just uses the final result but probably should be integrated with the editmode cage option. - convert draw_tfaces3D to use drawEdgesFlag routine which cleaned up the code quite a bit. - convert draw_tface_mesh to draw using result of modifier stack. Same comment about which result actually gets draw in FACESELECT mode as for UV editor shadow drawing applies. There is a still a bug in that selection is using the wrong mesh to draw. |
Revision b774712 by Daniel Dunbar August 18, 2005, 11:14 (GMT) |
- bug fix, convert modifiers function used a shared displistmesh which could lead to crash - bug fix, exit_editmode was warning too often about free'ng baked softbody data. |
Revision ec5fa2f by Daniel Dunbar August 18, 2005, 11:04 (GMT) |
- remove redundant calculation of spring length |
Revision 4a50f5b by Chris Want August 18, 2005, 06:07 (GMT) |
Support for 'Bullet' in the Makefiles. Enable with: export NAN_USE_BULLET=true in environment, or in user-def.mk |
Revision f7914a2 by Chris Want August 18, 2005, 06:04 (GMT) |
The name of an included header had the capitalization wrong, causing problems on unix. |
Revision c99c7fb by Erwin Coumans August 17, 2005, 19:52 (GMT) |
some more fixes in the raycast/mouse over |
August 17, 2005, 17:56 (GMT) |
Got rid of a couple other warnings, of the form: struct blah was declared in param list this is probably not what you want... Kent |
Revision 72d60d7 by Erwin Coumans August 17, 2005, 14:29 (GMT) |
added the "mouse over any", makes the sensor more useful |
Revision 8b060dd by Joseph Gilbert August 17, 2005, 14:26 (GMT) |
- update to constant.c - give it the key/items interface - creates some factory functions for const generation - genutils methods - method for getting module constants - method for throwing errors with a print string - updates to function names - clean up interpreter launch a bit |
Revision 2872263 by Ton Roosendaal August 17, 2005, 13:26 (GMT) |
- New feature: shift+ctrl+t in Mesh editmode splits quads in exact opposite 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" |
Revision 55b5abe by Daniel Dunbar August 16, 2005, 22:58 (GMT) |
- bug fix, free bake didn't work - bug fix, force free of bake data on exit editmode, can't give user a choice |
Revision c6abd2d by Chris Want August 16, 2005, 22:11 (GMT) |
For lukep: 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). |
Revision 235733d by Martin Poirier August 16, 2005, 21:58 (GMT) |
Turning off tweak mode until there's a better UI. |
Revision 2862e25 by Daniel Dunbar August 16, 2005, 20:42 (GMT) |
- bug fix, draw wire extra should use cage with vpaint/wpaint/tpaint |
August 16, 2005, 20:21 (GMT) |
Added prototypes for some stubs to shut gcc up ;) (In doing so found a stub that had wrong # of args) Kent |
Revision 4fed035 by Ton Roosendaal August 16, 2005, 19:37 (GMT) |
Weight Paint & Vertex Paint goodies; - New: "Spray" is an option now. This used to be the only available vertex painting method, while holding the mousebutton and move mouse, it keeps applying (adding, blending) the color. Disabling "Spray" will give more a 'paint' effect, only applying the maximum what you indicated to be painting. - Weight Paint now offers all options Vertex Paint has. This includes "Add", "Mult", "Sub", and "Filter". And of course the "Spray", which is default off btw. Since Weight Paint might need totally different settings, they are stored separate from Vertex Paint options. - Renamed the weird "Area" and "Soft" options into something that tells what it actually does (Even tooltips were wrong). Area -> "All Faces", option to have all Faces inside the brush being painted on. Disabling this only paints on the face under the cursor. Soft -> "Vertex Dist", option that uses distances from cursor to vertex to calculate the effect. Disable it to only paint per-face. If someone knows better names... go ahead! :) - New WeightPaint option in the Panel: "Clear", which removes reference to this deform group from all vertices. - Removed code that deleted 'deform vertices' from Mesh on exit editmode, when vertexgroups were empty. This just worked against you... you could not paint on empty groups. - Made Weight Paint painting much nicer. The way it applied values was very harsh without good transitions. Mainly because it didn't use the "Vertex Dist" option, but also because it applied colors 3 or 4 times per vertex (tria/quad). - Weight Paint undo now restores on a 2nd Undo. - Vertex Paint Panel button "Clear" didn't work even. |
Revision 392e4b8 by Martin Poirier August 16, 2005, 18:23 (GMT) |
Tweak mode RMB click drag to select and transform (grab). Release to confirm. (Cancel with esc) The difference with before is that it is a single motion, you don't have to click at the end of transform, you can just release the mouse button. (Some float constant warning too) |
Revision cf8e820 by Jens Ole Wund(bjornmose) August 16, 2005, 17:54 (GMT) |
Ooops, one slipped on porting |
Revision 43e329e by Jens Ole Wund(bjornmose) August 16, 2005, 17:48 (GMT) |
softbody <--> softbody collision make softbodies collide with objects patented to armatures (bones), lattices .. ) Softbody deflectors always use the new modifier stack. (thanks ZR) Softbody deflector code checks for identity of colliding objects so, there is no need to prohibit softbodies to be a deflector. So now you can put some soft balls in a box and see them bounce. see : http://wund.privat.t-online.de/bt/sb_sb_coll.blend A deflector cube parented to SB lattice: http://wund.privat.t-online.de/bt/sb_lattice.blend BM |
Revision 7c539f8 by Martin Poirier August 16, 2005, 17:37 (GMT) |
ToSphere changes. - Scale goes from 0 (original) to 1 (full sphere) instead of the contrary - Mouse control is done by moving pointer left / right on screen. Full right is 1, left is 0. There's a 10% width padding on each border. - Works correctly with Shift modifier now. |
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