http://www.blender.org/bf/0001_0250.avi
-There is also a lot of subsurf change. Wave bye-bye to HyperMesh... mean the old system is now deleted.
-And still some transform work. like the use of the PET tool while creasing... From what theeth said, the old transform is now almost matter of the past...
-Made with MSVC 7 and scons
(edit) For now on, The archive will be broken in two, so it's more easy on the server and bandwidth, but also more fast for you. I will notify when the xtra archive will be updated with new file. If you already have a blender installation, the xtra files is not needed
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Relevant feature:
-Bugfixes
-Added Softbody effect for Lattices
-More softbody tweaking.
-added vertex normal calculation functionality to CCG subsurf
-CKey during transform now clears the constraint.
-Made SoftBody work with Particle Force Fields.
-Added new (Particle) Deflector; type Wind.
-Added Crease transformation.
Commit:
-ton
Log:
Jacked up max resolu and resolv for Surface and Curve to 1024
Log:
More softbody goodness;
- Added Softbody effect for Lattices (not too useful yet without
vertexgroups though)
- Added default vertex "goal" value + button, to be assigned when no
vertexgroup exists (or vertex isn't in the group)
- Made softmin and softmax work as documented (defining min and max range)
- made changes in buttons send 'update' signal to softbody
And:
- added Nkey Properties to show lattice coordinates
-theeth
Log:
Hidden verts using mesh connected PET caused segfaults.
Was caused by the scratch array offsets counting hidden verts when, obviously, it shouldn't.
Also simplified the check for non connected when setting dist. This *might* have caused some errors.
-ton
Log:
New minimal & 2D drawing type for Manipulators; try F10 "rt" on 5 (or 6 for
same style in trackball arcs)
Full collection can be found temporally here;
http://www.blender.org/bf/rt.html



-zuster
Log:
- hidden edges were being drawn when DRAWEDGES was off
-ton
Log:
Added more dependencies to softbody, for correct recalc
For example; subsurfed softbody after play anim (ALT+A) didn't get
cleared correctly. Darn where_is_object stuff!
Log:
SoftBody:
- on add new SoftBody, it creates automatically edges in Mesh now, gives
too confusing results otherwise
- if no edges exist in mesh, it also doesnt add diagonals for faces in
softbody
Transform;
- fixed stupid 'used unitialized' gcc warning (sorry theeth!)
- made dualAxisConstraint() accept string too
- little cleanup of prints in using Manipulators
Log:
Error in Softbody goal-min and goal-max correction. It was giving
not as result the range as indicated!
-zuster
Log:
- added vertex normal calculation functionality to CCG subsurf (CCGSS
is fast, but can be rather tedious to work with...)
- vertex normals for smooth faces draw correctly now... this code also
switched to drawing with GL_QUAD_STRIP which can be quite a bit faster
(depends how fast graphics card calcs lighting, I get 50% faster here)
-theeth
Log:
Removes global variable access from TransData conversion fonctions.
Added a NULL check on TransInfo->data before sorting. At that point, the conversion could have been cancel if there's no selected elements (caused segfaults with PET).
Another NULL check on TransInfo->data in postTrans fonction, since that is called on cancel on no selection too.
Was missing a matrix multiplication when setting TransData->dist on meshes which caused PET on scaled meshes to be bad. (bug report 2395: http://projects.blender.org/tracker/?fu ... group_id=9 )
Log:
Added a NO_NOR_RECALC context flag. With Individual extrude, the normals are already set by the extrude code, recalculating breaks them.
Cosmetic changes, renamed CTX_NOPET to CTX_NO_PET
CKey during transform now clears the constraint.
-zuster
Log:
- kinda crazy, but replaced old ME_SIMPLE_SUBDIV method with just
using regular ccgsubsurf but with crease set to full.
Log:
- work-in-progress: subsurf level 0 now just acts like a regular mesh,
before it would follow subsurf code path by creating fake displistmesh,
etc... kinda fun for testing but just annoying now.
- change to creasing behavior, to make sure that with full creasing effect
is just simple subdivision.
Log:
- moved subsurf_calculate_limit_positions to using ccgsubsurf
- removed ME_CCG_SUBSURF define
- dropped CCGSubSurf from editing menu... subsurf is always
CCG now.
NOTE: If you saved a file with CCGSubSurf set on the button
will show up blank (will still work as a subsurf). Just change
type back to Catmull-Clark.
Wave bye-bye to HyperMesh...
Log:
- change make_orco_displist_mesh to use current editmesh as source
if needed.
- don't return cached subsurf during editmode, order is messed up (fixes
orco rendering).
-ton
Log:
- Made SoftBody work with Particle Force Fields.
- Added new (Particle) Deflector; type Wind.
Wind gives constant directional force. It is animatable (Ipos) and reacts
to Object scaling. Also uses FallOff. Works for particles and SoftBody
quick movie check; http://www.blender.org/bf/0001_0250.avi
test file is in download.blender.org/demo/test/wind_soft.blend
- Added MaxDist option for forcefields, to control its influence better.
Is drawn as circle in 3d window.
Forcefields are a bit weak still... should react to scaling, or not; in
that case drawing should indicate it (done for spherical field now).
-theeth
Log:
Crease transformation
Behavior is a bit different. Instead of showing the weird two value thing like the old transform did, it always show the weight variation in +/- that is applied to every edge. Works a bit like scale. Move away from center to increase, move closer to decrease (between -1.0 and 1.0).
Works with PET (not using connection yet).
Also removed some missed global Trans variable abuse.
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A new build is available