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 |
|