Blender Git Commits

Blender Git "soc-2010-nicolasbishop" branch commits.

Page: 7 / 8

June 20, 2010, 17:42 (GMT)
* Added mesh rna for paint masks
* Added operators to add/remove paint mask layers
* Added UI to select paint mask layer and add/remove

Note that this commit doesn't include the code for actually using multiple layers in sculpt mode.

June 20, 2010, 01:13 (GMT)
* Added/clarified some comments in customdata, make it clearer what some of the layer accessor functions do.
June 19, 2010, 23:54 (GMT)
* Changed a couple mesh functions to make them public within the editors module

June 19, 2010, 23:37 (GMT)
* Change default mask layer name to "Mask".
June 18, 2010, 03:28 (GMT)
* Changed gridkey to be a struct rather than an int. Has fields for the total number of each type it contains (types currently being coords, masks, normals.)
* This is a step towards having multiple layers of coords or masks.
* Should be no visible change in behavior from this commit.

June 17, 2010, 06:19 (GMT)
Added undo for masks in sculpt.
June 17, 2010, 03:56 (GMT)
Bugfix: sculpting along the boundary between hidden areas and unhidden areas on a multires could leave cracks when things were unhidden. Fixed with a call to stitch grids.

June 17, 2010, 02:11 (GMT)
Several bug fixes:

* Added layerFree_grid to fix leaked memory when freeing CD_FACEGRID
* Added layerCopy_grid to fix copying a multires mesh and having masks not transfer over
* Added writing for CD_PAINTMASK layer
* Added writing and reading for CD_FACEGRID

June 16, 2010, 04:55 (GMT)
Brought back hiding parts of the mesh in sculpt mode in proper 2.5-style. (No more ugly reordering of mesh elements leading to mesh corruption!)

UI changes:
* Ctrl+Alt brings up a border select you can hide a rectangular area of the mesh with.
* Ctrl+Shift is the same, but hides the area outside of the rectangle.
* Clicking without dragging while holding either Ctrl+Alt or Ctrl+Shift will re-show hidden areas.
* Added these three operations to the Sculpt menu.

Hiding areas is done by rebuilding the PBVH and excluding primitives based on whether their AABB intersects the user-selected areas. Note that for multires meshes, the primitives are grids, not faces, so if you are bad and use multires on a plain cube, there are only 6*4 grids that can be hidden.

TODO:
* Applying multires temporarily shows hidden areas. Once you start sculpting they hide themselves again. Same for turning off display of multires modifier.
* Going to multires level zero also shows hidden areas improperly.

June 14, 2010, 19:14 (GMT)
June 14, 2010, 11:19 (GMT)
Small hack just for my branch to get mesh VBOs working right with my drivers, which don't like glNormalPointer to use GL_SHORT for some reason.
June 10, 2010, 19:10 (GMT)
June 10, 2010, 18:20 (GMT)
* Initial support for dynamically-sized Griddata from subsurf.

CCGSubsurf internally already fully supports vertdata of any size. This commit basically extends that support to all the code using the output of subsurf (with dm->getGridData).

For now, two types of grid data are set up: coords+normals with masks, and coords+normals without masks. More types to come.

For future reference, emacs find/replace regexps used to make some of the changes:

(data|subgrid|grid|edgeData|faceGridData)[(.*?)].(co|no|mask)
GRIDELEM_,(upcase 3)_AT(1, 2, gridkey)

&(diffGrid|gridA|gridB|faceGridData|gridData[i]|lowGridData[i])[(.*?)]
GRIDELEM_AT(1, 2, gridkey)

(vi.grid|vd|a|b|vda|vdb)->(co|no|mask)
GRIDELEM_,(upcase 2)(1, gridkey)

June 9, 2010, 00:34 (GMT)
* Added a button to invert the mask
* Renamed mask "Full" to "Fill"
June 8, 2010, 22:59 (GMT)
* Updated the default blend (only in my branch) to add a mask brush for sculpt.
June 8, 2010, 22:46 (GMT)
* A little refactoring, pulled some common code together in multires
June 8, 2010, 22:40 (GMT)
* Fixed masks not updating correctly from lower levels.
June 8, 2010, 21:44 (GMT)
June 7, 2010, 22:57 (GMT)
* Replaced bad usage of inline keyword with CCG_INLINE.

June 6, 2010, 23:46 (GMT)
* Fixed a bug in the mesh color buffer updating
* Added a mask brush to sculpt mode, behaves as a normal brush but affects mask not coords. Note that for non-multires, you have to create a mask layer before the brush will do anything.
* Cleared some memory that valgrind warned was uninitialized

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021