Revision 49adbe3 by Bastien Montagne February 27, 2012, 18:14 (GMT) |
Various fixes to UI messages (among other things, all messages needed it should now be capitalized). |
Revision 684a2c8 by Campbell Barton February 27, 2012, 18:08 (GMT) |
fix for error in python context.copy(), calling in byttons view would raise an exception. buttons view used incorrect return value. -1 is for valid but not set (could use defines/enum here). |
Revision 0504280 by Lukas Toenne February 27, 2012, 17:38 (GMT) |
Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator. |
Revision d55c1d5 by Antonis Ryakiotakis February 27, 2012, 16:45 (GMT) |
Fix: confirming edge slide with factor 0 and automerge turned on would delete the selected edges. Caused by automerging the edges with temporary geometry used for the operation, that was getting deleted later. Now deleting the temporary geometry before automerging. |
Revision d840387 by Campbell Barton February 27, 2012, 16:14 (GMT) |
fix for problem that happened since bmesh mere mesh.from_py_data() - edge data for faces was being lost on entering editmode, now check for empty edge list and make edges in that case. |
Revision 96e0f18 by Campbell Barton February 27, 2012, 15:20 (GMT) |
bmesh py api - loop vert/edge/face attributes. |
Revision 4c3e3e9 by Campbell Barton February 27, 2012, 14:57 (GMT) |
bmesh minor api edits to be a little more typesafe. |
Revision 130668b by Campbell Barton February 27, 2012, 14:07 (GMT) |
minor bmesh api naming edits. |
Revision e17bf02 by Campbell Barton February 27, 2012, 13:47 (GMT) |
Code Cleanup: * made bmesh_structure.h function names more consistant. * remove unused code in bmesh_structure.c * removed 'Edge Flip' operator (missing from bmesh but looked into trunk feature and dont think its worth keeping). * tagged some BMESH_TODO's |
Revision 08b35cd by Sergey Sharybin February 27, 2012, 12:53 (GMT) |
Select edge loop and edge rings operators can't be redone form history menu so registering them seems to be kind of useless because things like deleting edge loops with Shift-R command is impossible. This commit will resolve issue #30375: Loop Select should not become a Redo History Item. |
Revision d7f0e29 by Sergey Sharybin February 27, 2012, 12:48 (GMT) |
Few files had got +x mode which seems to be totally unnecessary. |
Revision 21f1c99 by Campbell Barton February 27, 2012, 12:25 (GMT) |
update bmesh design doc and added some comments to the code from it. |
Revision 47c373c by Campbell Barton February 27, 2012, 10:35 (GMT) |
style cleanup (mostly whitespace) |
Revision 1202977 by Campbell Barton February 27, 2012, 09:37 (GMT) |
fix for emitting particles (needed tessfaces). this fixes the cloud-gen addon. |
Revision 8fcb665 by Nicholas Bishop February 27, 2012, 02:46 (GMT) |
Code cleanup, remove redefinition of UNUSED macro. Patch from Jason Wilkins: http://projects.blender.org/tracker/index.php?func=detail&aid=30350&group_id=9&atid=127 |
Revision c62a462 by Campbell Barton February 26, 2012, 23:59 (GMT) |
use LIKELY/UNLIKELY macros for operations that run a lot. |
Revision 3ba37b6 by Campbell Barton February 26, 2012, 22:38 (GMT) |
style cleanup |
Revision 5df6869 by Mike Erwin February 26, 2012, 22:18 (GMT) |
ndof: unified button handling for modern 3Dx devices, also first steps toward keymappable modifiers (shift,ctrl,etc.) |
Revision b200c7a by Daniel Stokes February 26, 2012, 21:57 (GMT) |
Fixing a crash when converting physics objects in the Game Engine. |
Revision 7068fee by Campbell Barton February 26, 2012, 21:32 (GMT) |
fix for a bmesh glitch when making a face (Fkey). On a place, Ctrl+T, Fkey would create a quad overlapping the 2 Tris. Now this case is checked for in a general way - if the bounds of the face are already filled in with faces (that _only_ use these edges-verts), then dont create the face. This is an option for the 'edgenet_fill' operator, since creating the face isnt incorrect, just not-what-you-want mostly. added functions * BM_edge_share_vert - returns shared vert between 2 edges. * BM_face_exists_multi, BM_face_exists_multi_edge - check if existing faces fill the edge bounds. * also add BM_ELEM_INTERNAL_TAG so low level functions can tag without conflicting with higher level functions that also rely on tagging elements. |
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