Revision 0fba0e6 by Daniel Dunbar August 11, 2005, 07:11 (GMT) |
- update displistmesh_to_mesh to free existing mesh data (including sticky, dvert, and keys if number of verts don't match) - changed modifier panel to not allow manual addition of hook or softbody modifiers - changed apply modifier to apply to existing mesh (fixes bug with materials) and to warn about loss of tface/mcol/keys/dvert/sticky for all modifier types - changed modifier UI to not display disclosure triangle for virtual modifiers - changed softbody ui to allow enable/disable |
Revision 76d2f0d by Daniel Dunbar August 11, 2005, 06:44 (GMT) |
- couldn't help myself, got distracted working on something else and wondered what these silly data pointers in MDeformVert were for. Turns out they aren't even need! Just taking up extra memory and space and confusing the armature deform algorithm. Naturally I had to clean things up. Sorry Ton. Deform weights are still stored in a pretty expensive and unnecessary way, probably use about twice as much memory as needed, and do way too many memory allocs. - moved armature_deform_verts into armature.c - some python code accessed the MDeformWeight data pointers, but did so in a completely wrong way, I am positive this code could never have worked (or maybe things changed during tons refactor), regardless it wouldn't work now... will test later. |
Revision 8eca413 by Daniel Dunbar August 11, 2005, 05:56 (GMT) |
- added recalc ob, recalc data options to ctrl-alt-shift-t timer |
Revision 5c74f25 by Daniel Dunbar August 11, 2005, 05:45 (GMT) |
Two quick bugfixes, thanks slikdigit! - armature modifier was not flagged to require original data (but it does) - add hook messed up the ModifierData initialization, stupid bug! |
Revision 1fd6ce3 by Daniel Dunbar August 11, 2005, 03:37 (GMT) |
- bug fix, cage buttons weren't displayed correct with virtual modifiers |
Revision 75bcb4c by Daniel Dunbar August 11, 2005, 03:31 (GMT) |
- added modifiers_getVirtualModifierList, returns pointer to first modifier but including "virtual" modifiers (for example, an object skel-parented to a lattice has a virtual first lattice modifier) - removed mesh_modifier(), all functionality has been incorporated into modifier stack (well, keys still don't exist as a modifier, but I am not sure if they should). - added interface option to convert a virtual modifier into a real modifier - added option to parent to lattice object or lattice with deform - bug fix, patch of hook indices patched all hooks (oops) not just ones for edited mesh NOTE: Files saved with 2.38 that include an object parented to a lattice will not load correctly, because it will look like the object is parented only to the object (i.e. without deform). Can be simply fixed by reparenting or adding a lattice modifier. Older files are handled automatically. |
Revision ac3ed0f by Daniel Dunbar August 11, 2005, 02:23 (GMT) |
- switch to using softbody modifier, controls enabling but does not have variables, these are still in same place. enable button automatically makes/enables modifier. - changed hook to hook modifier conversion to happen on direct link, required to make sure we don't forget to free any memory for files saved with 2.38 that have hooks. - update modifier interface to enforce modifiers with the require-original- data flag to not move beyond deforming modifiers. - enforce only one softbody modifier allowed NOTE: Once again, no modifier stack for lattice yet means softbody for lattice does not work atm. |
Revision 2f32c84 by Brecht Van Lommel August 11, 2005, 00:00 (GMT) |
New "Mirror UVs" function in faceselect mode, to complement Rotate UVs. It mirrors the UVs or Vertex Colors of individual faces (on the red edge of the UV face). Patch provided by Martin Poirier, thanks! |
Revision 2b40f19 by Daniel Dunbar August 10, 2005, 22:25 (GMT) |
- bug fix, hook deform could crash because old files can have hook indices that are out of range - bug fix, hook indicies were not corrected on exit editmode (there probably should be a general interface for this kind of patch) |
Revision 9030e5f by Daniel Dunbar August 10, 2005, 22:05 (GMT) |
- added eModifierTypeFlag_RequiresOriginalData for modifiers that can only follow deform (for example, they store mesh vertex indices) - added ModifierType.foreachObjectLink for iterating over Object links inside modifier data (used for file load, relinking, etc) - switched various modifiers_ functions to take object argument instead of ListBase - added user editable name field to modifiers - bug fix, duplicate and make single user didn't relink object pointers in modifier data - added modifiers to outliner, needs icon - added armature, hook, and softbody modifiers (softbody doesn't do anything atm). added conversion of old hooks to modifiers. NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files so if you have saved stuff with a cvs blender you will see blank names. NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh objects, hooks for lattices and curves are broken. Don't updated if you actually, say, *use* Blender. NOTE-THE-THIRD: Old hooks used a quirky weighting system during deformation which can't be extended to modifiers. On the upside, I doubt anyone relied on the old quirky system and the new system makes much more sense. (Although the way falloff works is still quite stupid I think). |
Revision eb64e30 by Stephen Swaney August 10, 2005, 17:50 (GMT) |
Patch #2758 Update of image module. New Image methods from Austin Benesh: - getPixelI(x, y) - getMinXY() - setPixelF(x, y, [r, g, b, a]) - setPixelI(x, y, [r, g, b, a]) - save() sorry for the delay. Thanks. |
Revision 1d08915 by Joilnen Leite August 10, 2005, 13:36 (GMT) |
ideasman fix that epydoc compile for it . |
Revision 02f3c93 by Daniel Dunbar August 10, 2005, 03:51 (GMT) |
- bug fix, face center drawing was wrong for editmesh - added several useful utility functions to editmesh, these can simplify/clarify a lot of mesh code, check them out - cleaned up EdgeSlide a bit to be clearer/shorter o bug fix, EdgeSlide did not always cancel correctly o bug fix, EdgeSlide did not choose initial "control" edge correctly after calc_meshverts_ext change |
Revision 9823e7d by Johnny Matthews August 9, 2005, 20:02 (GMT) |
Removed need for vert-xs and ys in edgeslide |
Revision c5a2230 by Daniel Dunbar August 9, 2005, 16:02 (GMT) |
- bug fix, convert modifiers should free modifiers from new object |
Revision 98741ec by Johnny Matthews August 9, 2005, 14:44 (GMT) |
fix for bug #2906 Was allocating array for all hidden edges, not needed, just hidden with a selected vert needed |
Revision 6aead51 by Johnny Matthews August 9, 2005, 13:49 (GMT) |
Possible fix for bug #2906 Added some parens to change eval order |
Revision c192b80 by Daniel Dunbar August 9, 2005, 08:12 (GMT) |
Big commit, had to rework lots of selection stuff so that things 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. |
Revision 932e958 by Jens Ole Wund(bjornmose) August 8, 2005, 21:56 (GMT) |
made weight paint panel full width ( still try to understand that X,Y system panels use ) replaced senseless 0 opacity with 1/8 opacity |
Revision 9c8c51c by Daniel Dunbar August 8, 2005, 18:50 (GMT) |
- added VecLerpf to blenlib - switch to using DerivedMesh.drawMappedFaceCentersEM to draw face dots, still need to do some work so this works in all selection modes (atm it does not work in no-zbuf mode) |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021