bf-blender / Windows (2004/09/27)

User-contributed CVS development builds. Please test and give feedback!

Moderators: jesterKing, stiv

gabio
Posts: 0
Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
Contact:

bf-blender / Windows (2004/09/27)

Post by gabio »

ok, It's almost daily isn't it? It's because there is a new feature almost every day. Enjoy! (Also it's to fit with Jesterking's release of it's nice little tut. about the new loop select tools:Here
------------------------
Image
relevant feature:
-workflow: New strict 'hide' rules for editmesh & new selectmodes.
-bugfixes(like bevel)
-New drawmethod for creases editing
-Added edgeloop selection as mode-less loop-less option.
-Faceloop select recoded, also nonmodal (no loop)


Commit:
-ton
Log:
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.
Log:
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
Log:
Fix for the beloveled bevel. ;)
Still could use cleanup for flags though.
Log:
New drawmethod for creases editing (draw creases option) in editmode.

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. :)
Log:
- 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.
Log:
Bug fix: on scene append of curve deformer displist causes crash...
Crash is solved now, but create displist fails.
Log:
Transform() now is edge/face selection aware too.
Theeth; i've done the changes as local as possible, and lotsa comments :P
Log:
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.
Log:
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)
Log:
- fixed error in copying selection from faceselectmode to editmode
- removed ancient convention that switches to wire then
------------------------------
a new build is available
Last edited by gabio on Wed Sep 29, 2004 11:59 pm, edited 1 time in total.

JA-forreal
Posts: 0
Joined: Sat Mar 22, 2003 10:45 pm

Post by JA-forreal »

Oh man! What does Ton eat and drink? I need that kind of fuel. The blender coders are developing things that are so good at a rate that is phenomenal. You guys are great. Thanks Gabio for this build.

NateTG
Posts: 37
Joined: Mon Oct 14, 2002 2:38 am
Location: Here

Post by NateTG »

JA-forreal wrote:Oh man! What does Ton eat and drink? I need that kind of fuel. The blender coders are developing things that are so good at a rate that is phenomenal. You guys are great. Thanks Gabio for this build.
Ton doesn't need to eat, drink or sleep. You see, he's not human. He's the leader of a race of aliens that are planning to take over the world. Their plan: Make us all addicted to Blender so we'll be too distracted to fight back as they take over our governments.

Seriously though, great work coders!!

Bellorum
Posts: 0
Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum »

Hmm. Make a UV-sphere. Select a horizontal faceloop in the middle. Extrude. The extrude will move along the z axis, and not along the normals of the faces.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

_Ph_
Posts: 0
Joined: Thu Jul 01, 2004 6:07 pm

Post by _Ph_ »

Good work ...
but...

I get errors with the armatures that I didn't have in the precedent built (2004/09/26).

Blender crash with:
-In edit mode:
Bones extrusions.
Moving bones.
-In pose mode:
Trying to rotate a bone (by inadvertence) in 'rest pos.'

_Ph_
Posts: 0
Joined: Thu Jul 01, 2004 6:07 pm

Post by _Ph_ »

another bug:

Can't modify a lattice (grab, scale, ...) in edit mode => blender crash.

Kenden
Posts: 0
Joined: Fri Apr 16, 2004 4:11 pm

Post by Kenden »

In Solid Mode, with BackBuffer not activated, and in Edge Select Mode, it is not possible to see the edges at the back of an object (not even vertexes).

But it is possible to select them (so you can select something you cannot see).

Matthe
Posts: 0
Joined: Fri Jul 16, 2004 4:14 pm

Post by Matthe »

Many thanks to all you Blender coders out there. The new additions to Blender are just awesome :D

I noticed just one small issue:
The new edgeloop selectiaon as mode-less loop-aless option doesn't work if you have turned on 3-button-emulation and swapped selection to left-mouse-button.

pinhead_66
Posts: 17
Joined: Wed Oct 16, 2002 10:09 am
Location: Belgium

Post by pinhead_66 »

might be a bug, but i wasn't able to reproduce it

after deleting a number of faces and extruding and stuff,
i added a raytrace lamp

this gave stripes in the rendered edited mesh

sorry, can't upload the file or give a picture

also, when selecting in editmode, I get artifacts, as if a square the size of the cursorpictogram is being altered, or keeps hanging

The latter thing will have to do with my graphics card wich is an 3D prophet 9600, on my other pc (different card) I don't have this problem

iluvblender
Posts: 24
Joined: Wed Oct 16, 2002 12:45 am
Location: Mumbai, India
Contact:

Post by iluvblender »

NateTG wrote:
JA-forreal wrote:Oh man! What does Ton eat and drink? I need that kind of fuel. The blender coders are developing things that are so good at a rate that is phenomenal. You guys are great. Thanks Gabio for this build.
Ton doesn't need to eat, drink or sleep. You see, he's not human. He's the leader of a race of aliens that are planning to take over the world. Their plan: Make us all addicted to Blender so we'll be too distracted to fight back as they take over our governments.

Seriously though, great work coders!!
I think ton is head of the Covenants from Halo. :D
Hea wants earth to take up Blender as a religion.

Thank you Ton and all coders for your work.

ElBarto
Posts: 0
Joined: Fri Jun 11, 2004 3:24 pm
Location: Berlin
Contact:

Post by ElBarto »

A question about selection and extrusion:

If i select 4 vertices from a face, the face is selected too and extrusion is a face extrusion not just the vertices. Same when slecting edges, when slecting all edges of a face the face is selected but not the edges only, so you can't extrude the edges only.
So must be there a stronger Selection/ Extrude difference or an enhanced extrusion menu (familar to the Erase menu -> Extrude Faces, Edges Vertices).

Think the answer is here:
http://mke3.net/blender/etc/mesheditrewrite/mesh01.html

Karamba!
Bart.

Blender Feature Proposal:
http://www.neeneenee.de/blender/features/

Monkeyboi
Posts: 251
Joined: Tue Nov 26, 2002 1:24 pm
Location: Copenhagen, Denmark
Contact:

Post by Monkeyboi »

That is a very good proposal for changes. I hope it gets followed.

halibut
Posts: 0
Joined: Fri Apr 25, 2003 2:02 pm
Contact:

Post by halibut »

Wow, lots of new things to try out,

Extrude Individual would be brilliant :D

SamAdam
Posts: 0
Joined: Thu Mar 04, 2004 1:28 pm
Contact:

Post by SamAdam »

okay, add cylinder, select a couple touching faces on the top, and make a Fgon. The lines are still there.

and yes the vertice edit mode needs to be slimmed down to just vertices.

SamAdam
Posts: 0
Joined: Thu Mar 04, 2004 1:28 pm
Contact:

Post by SamAdam »

beauty fill has selection errors when finished.

Post Reply