Commit Graph

119 Commits

Author SHA1 Message Date
d2c2df2728 Small fixes for outliner stuff
* Fixed #5294 unselectable objects catching repeated selection clicks in front
of other objects
* Invisible objects stay invisible when other objects are edited
2006-11-27 21:52:34 +00:00
5428f2eb6c * Object level restrictions in outliner
This adds the ability to restrict an individual object from:
- being visible in the 3D View
- being selectable in the 3D View
- being renderable
with 3 columns of buttons in the outliner.

These restrictions are further down the hierarchy than layers, so for example if an object is in an invisible layer, it will be invisible regardless of whether the object's own visibility setting is on or off. This works on a different conceptual level than layers, being better for more quick interaction (like temporarily making a mesh unselectable while you're posing its armature), rather than so much for scene organisation.

The 3 columns of icons can be turned off in the Outliner View menu.

Along with this is some small cleaning up in interface_icons.c and outliner.c.
2006-11-20 05:12:58 +00:00
e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
a65fc1e381 Patch #5126 by Ben Stabler
In 3D window, ortho view, you can use SHIFT+B to zoom in to a border.

I've disabled it for perspective, that doesn't work at all with this.
2006-11-08 15:22:58 +00:00
Nathan Letwory
008d6987d0 move SPACE_* (enum) and SPACEICONMAX to DNA_space_types (being the more logical place than DNA_screen_types). SPACEICONMAX gets its value now through this enum, so it is not anymore easy to forget to update it correctly :) 2006-11-07 11:24:11 +00:00
8e97a2955b Merged Google Summer of Code sculptmode/multires/retopo tools.
From the tracker:
https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-11-06 01:08:26 +00:00
86e192ea40 Bugfix #4843
Third fix for this bug! In august I've added the function
Mat3ToCompatibleEul(), which ensures a proper euler value being derived
from a matrix, while inserting Ipo keys after a transform().
That also had to be done for camera fly mode.
2006-10-12 09:32:47 +00:00
b416e3eeb4 Bugfix #4878
In UV-Face-select mode, a CTRL+click can activate a new Object but keeps the
UV-Face-select mode. This skips the initialization required for this mode,
causing a crash, so it better should end the mode.
(It used to work in past though...)
2006-08-13 10:16:07 +00:00
e47137ff42 Bugreport #4787 mentioned subpixel render issues, especially for small
images (like used for rendering icons).

When working during Orange on new render pipeline, I've left this topic
alone for a while... subpixel precision testing is very time consuming and
needs concentration for a while. :)

This commit brings back precision as it was for 2.41. Below a short
explanation of the solved issues.

- the window matrix for rendering is kept constant during all OSA passes,
  this to ensure clipping happens for each pass identically.
- a subpixel offset is only applied on filling in the z-buffer
- this offset is inverse corrected for shadepixel code, only on 2 places

Another nasty issue is that for filtered rendering (gauss etc), the tiles
(or entire image) is temporally increased 2 pixel in size. This caused a
'dark' (or sky color) edge on the rendering. During Orange that was solved
with a hardcoded clipping offset value, which only corrected for larger
pictures (like > 500 pixels in size).
Now this clipping offset is correctly calculated, based on render size.

Last issue: the view border in 3d window was calculated using integers,
giving small errors in display too. Now it uses float, so visually the
view border is more close to what a render shows.
2006-08-12 11:27:00 +00:00
6c48d7bda2 Bugfix #4843
Added a call to compatible_eul() after applying camera rotation in fly,
this ensures you can insert rotation keys nicer.
2006-08-09 09:56:27 +00:00
c2edcd4879 Siggraph show commit!
- pending commit for OSX intel systems, with intel graphics. These now call
  an extra swapbuffers after glFlush(). Code is ifdeffed, and doesnt affect
  other systems.

- show-off commit: option to have transparent nodes over the composite
  result. Only draws Image for active Viewer Node now, and image doesnt
  translate nor zoom (which isnt bad though).
  Set in themes the alpha color of "node backdrop" to make nodes
  transparent.
2006-07-31 19:23:42 +00:00
f4737af504 Bugfix #4724
Actually a bug since dark ages... the code that tries to find the view
correction (zoom) factor for grabbing stored result in a global. With
multiple 3d windows open, with different views, that could result in
wrong correction. Just made the factor a local property in View3D.
2006-07-19 11:28:48 +00:00
ace48877ea doubled the speed of mouse rotation, halved the mousewheel speed and WASDRF dont accelerate anymore. 2006-07-07 17:03:31 +00:00
b6c9d86905 BeBraw noticed that canceling fly mode didnt return to Ortho mode. fixed 2006-07-03 07:20:19 +00:00
54694b0e64 slight change to the way the shift key works in fly mode. 2006-06-28 22:13:24 +00:00
cfecc3b188 Dont fly in linked library data.
Changed Ctrl for upright into 2 toggles, X and Zkeys enable uprighting of the camera for each axis. Uprighting is also simplified.
2006-06-27 16:24:32 +00:00
b0193d3798 rolling at different views would change speed because the roll detection only realy detects if we're rolling, but not by how much.
Just clamped a max roll angle so you dont notice this.
2006-06-27 06:57:29 +00:00
17929dcab8 prev commit broke canceling a fly, works again. 2006-06-26 12:18:15 +00:00
e5818d46ef Made fly mode use the camera when in camera view rather then jumping out of camera view for the actua flying as it did before. 2006-06-26 10:53:06 +00:00
15920b37a2 Made Shift key slow down the flying by a to a 10th to work more like blender. alt is now mouselook
Simplified traveling on x/y/z axis and use WASDRF with RF for up and down.
Added cancel to the header tip
Made Esc/RMB go back to the initial view for normal perspective views (previously only worked for Camera view)
2006-06-25 02:26:01 +00:00
6fb7a7294e This better be the last fix!
Non camera objects work, you can now fly a cube to place it!
2006-06-24 18:00:10 +00:00
81a3aac88e Added strafe (side stepping) with WASD keys - for all those quake junkies! 2006-06-24 14:57:42 +00:00
4d061263a9 Draw.c fixed error in exception I added with string max length.
Window.py added note about the view offset being flipped.
editview.c Fly mode timed redraws so motion is the same speed erespective of scene complexity.
2006-06-23 23:58:50 +00:00
86bd0e6a32 Fixed error in fly mode mouse scaling,
Commented almost all variables in fly() to say what they do
Added BIF_view3d_previewrender_signal so preview is redone after flying- its not working at the moment but it shiould :/
Made the 3d view use the cameras near/far clipping while flying.
2006-06-21 16:44:53 +00:00
224d0e41a5 Bugfix #4392
Lasso select didn't check for clipped away coordinates, causing wrong
selections in some cases (reported for edit mode Armature).
2006-06-21 12:46:18 +00:00
2b0699fc47 Fixed fly mode so moving from camera mode to prespective dosent move the view.
Applied the same fix when panning from camera view.
2006-06-20 16:52:11 +00:00
ed5c132db1 fixed the logic for some of the ifs and remove a unused var 2006-06-09 05:14:16 +00:00
c0d594fca5 Fixed a bug when holding down shift before there was any motion.
Doubled the speed of rotation
2006-06-09 04:32:21 +00:00
f6854b4d8e Replaced old fly mode for a fly mode that works in all 3 view types - ortho, perspective and camera (cheating, but its still usefull)
This one uses the 3d perspective view rather then the camera, and is nicer and easier to control then the old fly mode. it also gives some help in the header.
Shift+F to try it.
2006-06-08 18:10:41 +00:00
faaa67d6f6 small change to deselectall, just made it so that pressing Akey didnt do anything if there wasnt anything to sel/desel.
notice that if you pressed Akey when no objects in the view it still pushed an undo event, redrew and counted all and change the memory usage in the status.
mainly added not to waist undo slots.
2006-04-18 08:19:28 +00:00
9df1460777 Christmas coding work!
********* Node editor work:

- To enable Nodes for Materials, you have to set the "Use Nodes"
  button, in the new Material buttons "Nodes" Panel or in header
  of the Node editor. Doing this will disable Material-Layers.

- Nodes now execute materials ("shaders"), but still only using the
  previewrender code.

- Nodes have (optional) previews for rendered images.

- Node headers allow to hide buttons and/or preview image

- Nodes can be dragged larger/smaller (right-bottom corner)

- Nodes can be hidden (minimized) with hotkey H

- CTRL+click on an Input Socket gives a popup with default values.

- Changing Material/Texture or Mix node will adjust Node title.

- Click-drag outside of a Node changes cursor to "Knife' and allows to
  draw a rect where to cut Links.

- Added new node types RGBtoBW, Texture, In/Output, ColorRamp

- Material Nodes have options to ouput diffuse or specular, or to use
  a negative normal. The input socket 'Normal' will force the material
  to use that normal, otherwise it uses the normal from the Material
  that has the node tree.

- When drawing a link between two not-matching sockets, Blender inserts
  a converting node (now only for value/rgb combos)

- When drawing a link to an input socket that's already in use, the
  old link will either disappear or flip to another unused socket.

- A click on a Material Node will activate it, and show all its settings
  in the Material Buttons. Active Material Nodes draw the material icon
  in red.

- A click on any node will show its options in the Node Panel in the
  Material buttons.

- Multiple Output Nodes can be used, to sample contents of a tree, but
  only one Output is the real one, which is indicated in a different
  color and red material icon.

- Added ThemeColors for node types

- ALT+C will convert existing Material-Layers to Node... this currently
  only adds the material/mix nodes and connects them. Dunno if this is
  worth a lot of coding work to make perfect?

- Press C to call another "Solve order", which will show all possible
  cyclic conflicts (if there are).

- Technical: nodes now use "Type" structs which define the
  structure of nodes and in/output sockets. The Type structs store all
  fixed info, callbacks, and allow to reconstruct saved Nodes to match
  what is required by Blender.

- Defining (new) nodes now is as simple as filling in a fixed
  Type struct, plus code some callbacks. A doc will be made!

- Node preview images are by default float

********* Icon drawing:

- Cleanup of how old icons were implemented in new system, making
  them 16x16 too, correctly centered *and* scaled.

- Made drawing Icons use float coordinates

- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
  icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)

- Skipped scaling and imbuf copying when icons are OK size


********* Preview render:

- Huge cleanup of code....

- renaming BIF_xxx calls that only were used internally

- BIF_previewrender() now accepts an argument for rendering method,
  so it supports icons, buttonwindow previewrender and node editor

- Only a single BIF_preview_changed() call now exists, supporting all
  signals as needed for buttos and node editor


********* More stuff:

- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
  argument for GL_FLOAT rects

- Made the ColorBand become a built-in button for interface.c
  Was a load of cleanup work in buttons_shading.c...

- removed a load of unneeded glBlendFunc() calls

- Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
128b187db1 Orange: New option "Shadow Bias", to extend the boundary between shadow or
no shadow a little bit. Uses same threshold function as the "Bias" button.
(That latter still works, and will use an automatic bias value based on the
geometry, to prevent terminator errors in raytracing).

Anyhoo, with this manual bias you can get rid of terminator problems for
weird diffuse shaders now as well (like tangent or fresnel).

Committed a few more files than needed, that's just code cleanup.
2005-12-17 14:05:40 +00:00
d024452ebf Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.

Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
  groups.
- In Object buttons, a new (should become first) Panel was added, showing
  not only Object "ID button" and Parent, but also the Groups the Object
  Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
  temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group

But, the real power of groups is in the following features:

-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).

-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).

-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)

-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).

-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!

In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
befd6f3150 Special Orange request; support for SoftBody Goal weights for Lattices.
Animating detailed clothes with softbody becomes messy, so now we'll
try it this way. :)

It simply uses the W (weight) value, as already available in each Lattice
Point. Only had to make it editable;

- NKey panel
- or press W in editmode

Further there's a minimalistic W button in the softbody Panel!
2005-11-16 21:58:49 +00:00
595447a85e Here's another milestone: Shape Keys now can be inserted in Actions and NLA
It works like for moving Object Ipos to the Action, press the Action icon
in the header of the IpoWindow, to the left of the mode selection menu.
It then creates an Action (if not existed) and moves the Shape Ipo to the
Action, using custom channel "Shape".

Main code change was that evaluating Ipo Curves for Relative Shapes had to
be recoded, but that's pretty minor and even much cleaner. (added "curval"
in the KeyBlock struct).
That this feature can work is thanks to the full modifier/derivedmesh
recode Daniel did, can't give him enough credits! :)

Also; small fixes in Outliner, for clicking on the Ipo icon (sets the Ipo
window to show that Ipo).
2005-10-28 08:11:15 +00:00
ac3e3eceba Long on the wishlist!
- CTRL+click in EditMesh now extrudes selection. If no selection, it adds
  a new vertex. Try it on a full selected monkey. Fun! :)
- CTRL+click now also adds the new stuff aligned with the view, as if you
  had translated it to the mouse cursor. Only new vertices are added with
  respect to 3D cursor location.
2005-10-22 19:34:31 +00:00
87365d8d40 Stage two of the giant animation recode project; Ipo/Action/NLA cleanup
-> Note; added 2 new c files (split editipo.c). MSVC needs upgrade.

Impatient people can check the goodies in CMS:
http://www.blender3d.org/cms/Action_and_NLA_editor.706.0.html

Most work was on trying to unwind the spaghetti for editing ipos. Too much
history and bad design got added here. Most evident changes:
- made generic 'context' for detecting which Ipo is being edited, or to
  assign ipos or to retrieve ipo curves.
- made generic insertkey() for all ipo types, including actions
- shuffled a lot of code around to make things more logical. Also made
  sure local functions are not exported

It is far from ready... when action/nla was added in Blender, a lot of
duplicate code was generated. That's for another time.

Now the goodies;
- made Actions to allow any Ipo type
- made NLA to define active actions, for Action window too
- corrected timing for active action, so it shows the 'real time', as
  defined in NLA editor.

I did update python code, but that would require testing. Testing is
needed for this commit in general, too many changes happened on all
levels of the animation system. :)
Will keep track of all reports this evening, hopefully it doesnt break
the pre-release schedule!
2005-10-10 17:42:48 +00:00
9b010e4762 * Added a Select -> Inverse for object mode, available
in the 3d view header and toolbox.
2005-10-05 13:08:07 +00:00
ecddc0739b Posemode, ALT+R,G,S didn't work always, this because SHIFT+mouse selecting
accidentally could unselect the object itself.

It can be that older saved files still show this issue, then just select
another object, and select the armature again. :)
2005-10-04 17:40:22 +00:00
1af3055832 Bugfix #3046
When using 3d window "unlocked" (own layer and own camera possible), the
dependency updates didn't work, these were only using Scene layers.

Changed the dependency graph call DAG_scene_flush_update()
to accept an argument for all visible layers in a Screen.
2005-10-03 09:04:57 +00:00
3ef1f0f3e3 Made EditMode armature border-selecting smarter.
Rule now is:
- If there's points in the border, only the points get selected (and an
  entire Bone when both points are in border)
- If no points in the border, the tip gets selected for connected Bones,
  the entire Bone gets selected for non-connected Bones.

OK OOPz, check this! :)
2005-09-20 08:48:06 +00:00
e12e2469c8 Bretch's patch for 2D transform. Thanks
Using new transform code to handle UV window.

With the ground work done, Transform could more easily be extended to handle IPO window now.

Tracker item: http://projects.blender.org/tracker/?func=detail&atid=127&aid=2946&group_id=9
2005-08-23 18:13:30 +00:00
a5bc9582cb Three little feats;
- Vpaint and Wpaint now use our own custom cursor, this was a very old
  plan anyway. It uses the 'knife' now, we need a good brush icon for it!
- On scaling bones in editmode, the deform distance info gets scaled now
  too when no "Envelope" draw mode was set.
- Disabled front buffer drawing of objects with CTRL+select in Edit Mode.
  Uses a regular redraw now (like for select in Object Mode btw)
2005-08-22 17:52:52 +00:00
7e4b62894e Fix for setting in perspective view mode the ALT+B clipping planes.
Fun: do exact camera viewborder to see camera volume!
2005-08-20 20:30:13 +00:00
dd5410162a New feature; User definable Clipping Planes.
Press ALT+B in 3d window, draw a rect, and it becomes a clipping
volume of 4 planes. You then can rotate the view anyway you like.
Works for each 3d window individually.

Disable it with another ALT+B press.

Commit is huge because it had to change all selection code as well.
The user-clipping planes are in 'eye space', the other clipping
happens in projected 'viewport space'.

Nice to notice is that the 'x=3200' convention (to denote a coordinate
is clipped) now is a define. Define value is still a number though... but
we now can get up to screens of 12000 pixels without issues!

Known issue; here it refuses to draw the 'object centers' or Lamp icons
within the clipping region. Can't find any reason for it... however, we
might move to non-pixmaps for it anyway.

Testing might reveil numerous issues, will be standby for it.

Curious? Check this http://www.blender.org/bf/rt4.jpg
2005-08-20 19:18:35 +00:00
a30740c196 - convert all DerivedMesh map functions to use index based
mapping (instead of Edit{Vert,Edge,Face} pointers)
 - dropped convertToDispListMeshMapped (whew, glad of it too)
 - added DerivedMesh drawMappedFaces function
 - dropped EM suffix for DerivedMesh functions, it was neither
   particularly correct nor descriptive
 - converted test_index_mface to test_index_face that also corrects
   MCol and TFace. Good thing we had three versions of this routine,
   you never know when one might burn down.
 - removed flipnorm_mesh, not used anymore (and was incorrect to
   boot)

 - Getting face select to work with modifiers turned out to be much
   more complicated than expected. Reworked mapping architecture for
   modifiers - basically elements in a DispListMesh are now required
   to be stored in an order that corresponds exactly to original
   ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX
   that is set on each element that is set on the first derived element
   of each original element. I can't say the code to follow these
   requirements for subsurf is particularly transparent, but on the
   upside it is a reasonably consistent and simple system that is memory
   efficient and allows keeping the DispListMesh structure.

 - rewrote mirror modifier to be simpler/conform to new requirements
   for mapped DispListMesh structure. This also means that mirror interacts
   much better with incremental subsurf calculation (it used to recalc
   one entire side on any topology change, now it generally avoids that).

 - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index
   functions to handle mapping indices back into appropriate EditMesh
   structures.
 - bug fix, make edges didn't recalc object data
 - bug fix, initial image assignment to TFace's didn't recalc object data

 - new feature, added circle select support for FACESELECT
 - bug fix, creating new faces in editmode duplicated the TFACE active
   flag - but there should only be one active tface
 - bug fix, possible crash when deleting all faces in faceselect mode
   on mesh with tfaces...

Still todo: TFace edge drawing is still not always correct in face
mode, in particular with a mirror modifier when mesh has edges (and
no preceeding subsurf). Have not yet decided how to deal with this.
Best solution is probably to do switch to meshes all having MEdge's,
in which case I can get rid of TFace edge flags (and need to recalc
modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
b45ecb43ef New! When weight-painting a Mesh, and select a Bone, you can use transform
options on the Bone (G, R, S). The manipulator doesn't show btw.
Is usful to get immediate feedback on how painted weights behave with Bones.

Martin; I had to change the T_POSE behaviour in code a bit... it now
stores in TransInfo the actual posed armature being transformed. Maybe,
some day, we'll get mixed posechannel/object transform? Not much required
at the moment though. :)
2005-08-16 10:17:02 +00:00
6bc3f4746b A nice character modeling time-saver:
In WeightPaint mode, pose-mode armatures now allow selecting Bones, but
without making the Armature object active.
Selecting a Bone then results in selecting the associated vertexgroup. :)

Little quirk; all armatures with posemode then draw selectable...
2005-08-15 16:12:50 +00:00
0c7f65d152 - added view3d_get_object_project_mat function, returns mat to project
object cos into screenspace without mucking with gl matrices.
 - added view3d_project_ functions, take arguments instead of using
   globals
 - removed View3D.{mx,my,mxo,myo}
 - switch drawobject foreachScreenVert functions to use new projection
   functions
 - switch edge slide to use new projection functions, fixes erratic
   behavior (project was using wrong mat I believe)
 - bug fix in edgeslide, nearest edge to start was one-off
2005-08-15 04:10:02 +00:00
c192b80b17 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.
2005-08-09 08:12:36 +00:00