Revision dd54101 by Ton Roosendaal August 20, 2005, 19:18 (GMT) |
New feature; User definable Clipping Planes. Press ALT+B in 3d window, draw a rect, and it becomes a clipping volume of 4 planes. You then can rotate the view anyway you like. Works for each 3d window individually. Disable it with another ALT+B press. Commit is huge because it had to change all selection code as well. The user-clipping planes are in 'eye space', the other clipping happens in projected 'viewport space'. Nice to notice is that the 'x=3200' convention (to denote a coordinate is clipped) now is a define. Define value is still a number though... but we now can get up to screens of 12000 pixels without issues! Known issue; here it refuses to draw the 'object centers' or Lamp icons within the clipping region. Can't find any reason for it... however, we might move to non-pixmaps for it anyway. Testing might reveil numerous issues, will be standby for it. Curious? Check this http://www.blender.org/bf/rt4.jpg |
Revision ad5ac39 by Daniel Dunbar August 20, 2005, 18:49 (GMT) |
- another drawing bugfix, some normals were passed wrong |
Revision 77be09d by Daniel Dunbar August 20, 2005, 18:38 (GMT) |
- possible fix #2 for editmode face's draw black |
Revision 6c00148 by Daniel Dunbar August 20, 2005, 18:25 (GMT) |
- bug fix for stooooopid crash in mirror modifier |
Revision 3da7c4c by Daniel Dunbar August 20, 2005, 18:14 (GMT) |
- possible fix for editmesh solid drawing black, I can't reproduce so working a bit blind here |
Revision f00b5c7 by Johnny Matthews August 20, 2005, 16:38 (GMT) |
In edgeslide if Draw Edge Length is on, the rail edges will be temporarily selected so that actual new edge length can be seen. |
Revision bdd3477 by Daniel Dunbar August 20, 2005, 11:01 (GMT) |
- tweak virtual modifier display, now label "parent deform" and don't display with edit buttons |
Revision 29429d7 by Ton Roosendaal August 20, 2005, 09:55 (GMT) |
A couple of smaller fixes; - Modifier Panel, name label for "Virtual" modifiers was too short - On extrude Bones, "soft distance" now is always set based on length of the bone (also on CTRL+click, also when Envelope drawmode is not set) - Added undo-push for "Apply Bone Envelopees to VertexGroup" in WeightPaint. - Menu-buttons in floating panels sometimes gave drawing error - InfoWindow buttons were always allocated & drawn, even when window was zero sized... waste of cpu, tsk! |
Revision 74be13b by Daniel Dunbar August 20, 2005, 09:17 (GMT) |
- agh! missed it again! for real this time, fix for proper updating in image window |
Revision 752dbf1 by Daniel Dunbar August 20, 2005, 09:16 (GMT) |
- made make_edge mark edges with LOOSEEDGE appropriately - added user settable defaultEdgeData (for auto edge creation in CCGSubSurf) - bug fix, possible crash on meshes with loose edges but in mface not in medge - missed file in last commit, for proper updating in image window |
Revision 1ac10f5 by Daniel Dunbar August 20, 2005, 07:42 (GMT) |
- bug fix, apply modifier removed modifier even on certain errors - change drawimagespace to check and update object data if it needs a recalc. this fixes errors with a recalc being flushed but not actually being done before spaceimage redraws. Updates typically actually happen in draw loop, which is not a great design... - make shared vertexcol didn't flush update |
Revision a30740c by Daniel Dunbar August 20, 2005, 03:08 (GMT) |
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change). |
Revision d81a5ab by Jens Ole Wund(bjornmose) August 19, 2005, 22:55 (GMT) |
Moving functions and calls to have a cleaner situation for futre work (implicit solver .. n stuff) |
Revision 6d60b0a by Ton Roosendaal August 19, 2005, 21:37 (GMT) |
More armature stuff; - The "Skinnable" option for Bones now is taken into account for the Envelope drawmode. If not Skinnable, it also doesn't draw the soft deform area. Maybe bone should be hidden... dunno yet. - Use CTRL+LMB in weightpaint mode to sample the weight in a mesh. Note; it returns the weight of the closest visible vertex, not of a Blended result. - NKey Panel for Mesh edit now shows a menu with the VertexGroup name(s) of a selected Vertex, plus the Weight. Fix: - while scaling Bone points in editmode (Envelope drawtype), the Bone root scale was not copied from (or to) the parent tip. This was not visible (is not drawn) but deform did use it... causing weird errors. For those who saw this error today: just go into editmode, select all Bones, press Skey, enter. That fixes it :) |
Revision 91e39a0 by Ton Roosendaal August 19, 2005, 16:15 (GMT) |
CTRL+click now also allows Root-point extrude of Bones. |
Revision c8a5887 by Ton Roosendaal August 19, 2005, 12:39 (GMT) |
Forgot hidden flag update in this file... |
Revision 9e05d6e by Ton Roosendaal August 19, 2005, 12:35 (GMT) |
Armature "Envelope" editing. For defining the deformation distances of Bones, three values are being used now. The bone tip and root radius define the bone-shape itself and the "dist" defines the soft area around it. A full (user) doc is in CMS here; http://www.blender3d.org/cms/Armature_Envelopes.647.0.html Note: todo still is allowing both Vertex Deform Groups and these Envelopes together (and or per Bone). Also part of this commit is: - New: Hiding bones in EditMode. This is a separate 'hide flag', so you can keep the PoseMode hidden Bones separate from EditMode. (In the future we should do some kind of bone-grouping or so) - While transform(), the hotkeys G,R,S only switch mode when the previous mode was compatible. Caused conflicts with Crease/BoneDist/etc. - Deleting the last VertexGroup now also deletes the entire Mesh 'dvert' data. Sounds logical, but remember that VertexGroups are partial on a Mesh, partial on Object. Weird design decision though... Anyhoo, at this moment the only way to have Bone Envelopes deform, is by deleting all VertexGroups! - In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope, depending draw type. - In EditMode, Extrude now also works when only Root points were selected. - Weight editing is also symmetrical btw, with the "X-axis Mirror" option set. |
Revision 92731af by Erwin Coumans August 18, 2005, 17:32 (GMT) |
support for __MINGW32__ compiler, it doesn't have __forceinline |
Revision e0189e3 by Chris Want August 18, 2005, 16:48 (GMT) |
spack() is no longer used in the blender core, so I moved it to this gameengine source file that depends on it. |
Revision da93019 by Daniel Dunbar August 18, 2005, 11:49 (GMT) |
- added code to draw loose edges in textured and fastshade views |
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