Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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September 28, 2004, 16:18 (GMT)
Cleaned the apply deform code in Blender. Now also using the modifier code.
Right now, it works for Meshes (all deformers including Curve) and for
Curve/Surfaces (only hooks).

More follows.
September 28, 2004, 14:53 (GMT)
Last of the beautifying for subsurf+optimal editing; selectmode 'face' now
draws on click the optimal outline correctly
September 28, 2004, 13:58 (GMT)
Crash fix;
- wireframe view
- editmode cube
- subsurf + optimal on
- set new selectmode 'face'

thanks sirdude & sgefant!
September 28, 2004, 12:04 (GMT)
More maintenance due to new selection code;

- fgons draw correctly again in face selectmode
- on select, fgons dont draw wrong selection dot
September 28, 2004, 11:19 (GMT)
Two small fixes thanks to test:
- backbuf draw vertices did still use pointsize 1.0, making them hard to
select
- wire frontbuf draw on select used un-initialized color
September 28, 2004, 10:50 (GMT)
Changed valence rule for edgeloop, so it treats fgons OK.
September 28, 2004, 10:16 (GMT)
Eek! Commit for 'making transform aware for mesh select mode' caused all
other editmodes to crash in transform()!
September 28, 2004, 09:43 (GMT)
Recode of 'zbuffer selection'. I first was too afraid using the backbuffer
selection method, since there's too much trash in drawobject.c and displists...
But, I couldn't stand the zbuf selection to miss edges too often. Right now
both methods are still in the code, and can be reviewed.

Please note for test:
- borderselect and circle-select still use old method
- new selection works directly on faces & edges
- subsurf optimal draw and selection works fine now

To detect the closest vertex or edge, i use the old 'spiral selection' code,
which is extremely accurate. If your mouse is close to an edge, it should
find it.

Most evidently I need to test speed... also, the disadvantage of backbuf
selection is the limited depth, which can be 16 bits (65 k faces) on systems.
Revision 3669506 by Matt Ebb
September 28, 2004, 05:04 (GMT)
Picky, picky: Removed the question mark from the end of
'Quit Blender?' as per language guidelines
September 27, 2004, 23:04 (GMT)
fully qualify variable names to fix bug under Solaris.
reported by Casey Corn.
September 27, 2004, 20:19 (GMT)
- fixed error in copying selection from faceselectmode to editmode
- removed ancient convention that switches to wire then
September 27, 2004, 19:22 (GMT)
Faceloop select recoded, also nonmodal (no loop). It works by clicking with
ALT on an edge, in face-select mode. Holding shift again extends selection.

Current UI access can need rethink though. But I also think the loop tools
deserve to be accessible without menu, for speed/workflow. So what's good
shortcuts!

BTW: both tools don't do triangle meshes (yet)
September 27, 2004, 17:05 (GMT)
Added edgeloop selection as mode-less loop-less option.
Hotkey: ALT+select (ALT+CTRL for single button mouse)

Hold shift to extend selection, or to deselect

It correctly does edges on boundaries and loose edges too.
September 27, 2004, 15:08 (GMT)
Transform() now is edge/face selection aware too.
Theeth; i've done the changes as local as possible, and lotsa comments :P
September 27, 2004, 10:39 (GMT)
Bug fix: on scene append of curve deformer displist causes crash...
Crash is solved now, but create displist fails.
September 27, 2004, 10:12 (GMT)
- improvement for edge/face select
- edges now sample on three locationsm gives more hits
- own version of glPolygonOffset remains cumbersome... but for select
now the selection routine gets more offset than draw.

- first attempt to clean drawobject.c and displists
- generic call for draw object in backbuf for select purposes, cleans up
a lot in the other calls.
- also to verify if we can (in future) use this for vertex/edge/face
select, but the whole drawobject code works against me... this is
for another refactory (incl. displist) and out of the focus for now

- subsurf.c: now creates new faces in order of original. Not used yet, but is
handy to recover the original order for selection/paint purposes.
September 26, 2004, 19:55 (GMT)
New drawmethod for creases editing (draw creases option) in editmode.
http://www.blender.org/bf/rt3.jpg

It draws a 2 pixel line, growing from center of edge, to denote sharpness.
This works nicely with the new selection modes.

Please note that subsurf-optimal still draws original edge then... but
this didnt work before neither. :)
September 26, 2004, 18:33 (GMT)
Fix for the beloveled bevel. ;)
Still could use cleanup for flags though.
September 26, 2004, 17:53 (GMT)
Two bugs:

- when adding creases in editmode, and separating that part, displists
did weird things... separate is hackish anyway
- draw faces (transparant) didnt do triangles correctly
September 26, 2004, 17:15 (GMT)
New strict 'hide' rules for editmesh & new selectmodes

- vertex hidden, always means edge is hidden too
- edge hidden, always means face is hidden too
- face hidden, only means face hides

This means, that in face mode you can hide a face, whilst in edge mode
the edges will still display.

Please note, that when you have no edges saved in a Mesh, it also doesnt
store the hide flags for it, causing in/out editmode too reset hidden
edges.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021