- Curve/Nurbs/Font/MBall now all draw arrays.
- had to flip abgr to rgba in shaded drawing
- Mesh drawing can't be easily done; the indices for faces are not in
in one chunk. Also need a way to gether trias/quads, per material.
Speedup results are mixed. Something between 2-4 times. Especially for
text it seems to help.
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.
Here's the full release log with example file.
http://www.blender3d.org/cms/Render_Baking.827.0.html
For people who don't read docs; just press ALT+CTRL+B on a Mesh
with texture faces!
Todos:
- maybe some filter options extra?
- Make normal maps in Tangent space
Deleting all points in a Curve object created empty DispList blocks. The
drawing code didn't like that.
Secured it by both fixing drawing as skipping adding empty DispLists.
Special thanks to Fernando Bastos for the extensive stack tracing.
Boundbox code for display lists lacked a check for empty Curve/Surface
objects, causing a boundbox to be giant (initialized huge values). That
frustrates code like 'view3d home', or 'centered object view'.
(Commit in view.c is only a little bit code cleanup)
really cool to get this working solidly, but there are many potential problems with the
triangle face creation across the flat surfaces, especially when there are holes inside
the curves. Maybe this could be a fun project for someone better at this than I? :)
Taper object curves still cause similar problems...
* Made the curve radius affect the 'Nsize' curve normal drawing too, so you don't need a
bevel to see the value.
This is a much faster and easier way to give a bevelled curve a taper, without
using taper curves. Each point on a curve now has a 'radius' value that you can
shrink and fatten using Alt S, which will influence the taper when the curve is
bevelled (either with a bevob, or with front/back turned off and a bevel dept
set). Alt S shrinks and fattens the selected points in an interactive transform,
and you can set an absolute radius for selected points with 'Set Radius' in the
curve specials menu.
See demo: http://mke3.net/blender/etc/curve_shrinkfatten-h264.mov
This can be a quick way to create revolved surfaces (eg.
http://mke3.net/blender/etc/wineglass-h264.mov ) and it would be very
interesting to use this radius value in other tools, such as a 'freehand curve'
tool that would let you draw a curve freehand, with the radius affected by pen
pressure, or even using the radius at each point to control curve guides for
particles more precisely, rather than the continous maxdist.
- Shaded drawmode is back (shift+z).
Note it still only uses orco texture; but lighting/shading is using
the internal render module entirely.
- "Make Sticky" option back.
(Also fix in sticky texture render, was wrong scaled)
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
guitargeek), this commit enhances the support for temporary storage
for the structs EditVert, EditEdge, and EditFace. The field
"EditVert *vn" has been removed and replaced by a union called
"tmp" that can hold:
v, an EditVert pointer;
e, an EditEdge pointer;
f, an EditFace pointer;
fp, a float pointer;
p, a void pointer;
l, a long;
Please see the mailing list post here for more information about
this:
http://projects.blender.org/pipermail/bf-committers/2005-December/012877.html
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
New diffuse shader, "Fresnel", which using existing fresnel formula.
Since it hilights edges (away from lamp), nice to fill darker parts with
the new layering system.
Weird stuff though;
http://www.blender.org/bf/0001_0040.avi
(Movie disappears in a couple of days!)
Note; for ray-shadow you need to use the Bias, to prevent 'terminator'
problems. I made that option default now.
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
- Curves without bevel or extrude didn't calculate the Z value for
softbody when the "3d" option for curves was off.
- Typo in softbody.c, for switch of // comments to /* */
Well, it already worked a bit, but without weight options or edge
stiffness. You now can set the weights using the "Properties" Panel in
the 3D Window (allows multiple selections too) or with Wkey in Edit Mode.
Bezier curves have this too.
NOTE: Lattice SoftBody Goal created yesterday won't work anymore!
I've had to recode weight support for Nurbs Points, using a new weight
variable... this because the existing W variable was in use for Nurbs
already. Also Lattices have this new Weight variable, so the code is nice
uniform. Sorry for the artists who already created complex Lattices... :)
NOTE2: Surface Objects don't support edge stiffness yet
NOTE3: I've removed ancient screen coordinates from the Bezier struct,
which makes - even with added weight and padding - the struct smaller!
Demo file:
http://download.blender.org/demo/test/2.40/softbody_curve_lattice.blend
This means the diffuse and specular shaders don't use the normal
for hair (which is actually undefined, a hair is micro cylinder) but
it uses the tangent vector (vector in direction of hair).
For Diffuse, it computes a fake normal now, representing the optimal
hair normal pointing towards the light. All current builtin shaders
work with this, including ramps.
For Specular, it uses another formula to remap dot products for all
lines that now use the tangent vector instead of the normal:
dot = vector * tangent
dot = sqrt(1.0 - dot*dot)
Gives better results than using the 'fake' normal for diffuse. Officially
(according the papers) this could be used for diffuse too, but then hair
becomes very flat. Now you can control the flatness easily with ramps or
using Oren-Nayer for example.
Example image (disappears in some weeks)
http://www.blender.org/bf/rt9.jpg
- Added new texture channel "Strand" to apply textures on hairs over the
length of hair (1 dimensional). Orco now gives 1 fixed coordinate for
the entire hair, based on where it starts.
Note; UV doesn't work yet. Nor vertexcolor.
http://www.blender.org/bf/rt10.jpg
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html
- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI. :)
- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)
- Added a Shape Panel in the Edit buttons with the various options
- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.
- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
morning)
- fun for the whole family, boolean mesh modifier... doesn't work
with layered modifiers yet (just uses base mesh), although may
god have mercy on your soul if you want to run boolean on a
subsurf anyway
- added displistmesh_add_edges
This exposes a bug in boolean, apparently the output is somehow
random (hash on alloc'd pointer value perhaps) which is sortof
lame.
It also makes more apparent the desire for some level of control
over dep graph evaluation during editmode (at the moment dep
graph is reevaluated for a mesh object in editmode, but since
mesh changes are on editmesh other objects don't really see
any change, so it is a wasted recalc).
- "Flush" is now split into two seperate Alignment modes "Flush" and
"Justify":
- Justify does exactly the same as a normal word processor's justify
function does, and in addition, it uses *whitespace* instead of
*character spacing* (kerning) to fill lines. Much more readable.
- Flush is pretty much the old Blender "Flush" mode - and as such it
uses character spacing to fill lines. Just as Justify, this only
works with at least one textframe.
- Underlining for text objects. Not a lot to explain. New button "U" in
the editbuttons, and CTRL-U as hotkey toggle underlining for newly
entered characters or for the selection, just like CTRL-B/CTRL-I do for
bold/italic.
Underline height (thickness) and Underline position (vertical) can be
set in the editbuttons.
Implemented as CU_POLY polygon curves.
- The B, U and i buttons (and the corresponding CTRL-B/U/I keystrokes)
have been fixed to only affect *one* attribute at a time. Formerly,
hitting CTRL-B when no other style was active, on a text portion with
italics text, for example, would kill the italics and just apply bold.
Now, these attributes always add or substract only, but do not
replace the style.
- In the past, there were bugs with material indices uninitialized, and
thus crashes in the renderer with illegal material indices.
Even though I assume they have been fixed, I've put in a check that
checks (hah) if the material index of a character is illegal (bigger
than ob->totcol), and then sets it to zero, and spits out a warning
on stderr.
If you see such warnings, please report and link to the .blend.
- Bugfix: All alignment modes only worked if there were at least *two*
lines of text in the text object. Fixed
There's now a regression test file for text objects, please add to the
corresponding repository:
http://blender.instinctive.de/downloads/release/demo/text-regression.blend.gz
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
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).
- new feature, twiddled with lattice resizing to try to maintain
existing vertex changes... much nicer than just resetting the
lattice if you decide you need more detail in the lattice.
- modifiers work with lattices now. yes, that does mean you
can make a chain of lattices effecting each other 8 miles
long.
- some cleanup of softbody code, was rather splintered and call
path was twisted and confusing. reworked main object step
routine to do things in a more obvious and consistent manner
and without duplicate code
- added ob->softflag OB_SB_RESET instead of sbObjectReset
call
- modifier changes reset softbody now
- moved curve_getVertexCos/curve_applyVertexCos into curve.c
- update curve modifier eval to work with virtual modifiers
- update modifier apply to work with curves/surfs
- update make parent to also recalc object data
NOTE: Although you can turn SB on for curve/font objects at the
moment it doesn't really work because they call deform in
multiple steps and this confuses SB. Not sure how to deal with
atm.
- removed {lattice,curve}_modifier functions
- changed render code to use displist for curve rendering
instead of making its own. required adding a bevelSplitFlag
field to DispList. I also fixed the bevel face splitting
which did not work correctly in many situations.
- changed so all curve data creation happens in makeDispListCurveTypes,
includes making bevel list and filling polys
- changed render code to use displist for surface rendering
- removed Curve.orco variable, built as needed now
- removed stupid BLI_setScanFill* functions... why use a function
argument when you can use a global and two functions! Why indeed.
(this fixed crash when reloading a file with filled curves and
toggling editmode)
- bug fix, setting curve width!=1 disabled simple bevel for no
apparent reason
- cleaned up lots and lots of curve/displist code (fun example:
"if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
- switched almost all lattice calls to go through lattice_deform_verts,
only exception left is particles
- added DBG_show_shared_render_faces function in render, just
helps to visualize which verts are shared while testing (no
user interface).
- renamed some curve bevel buttons and rewrote tooltips to be
more obvious
- made CU_FAST work without dupfontbase hack
Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:
http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
sticky, dvert, and keys if number of verts don't match)
- changed modifier panel to not allow manual addition of hook or
softbody modifiers
- changed apply modifier to apply to existing mesh (fixes bug with
materials) and to warn about loss of tface/mcol/keys/dvert/sticky
for all modifier types
- changed modifier UI to not display disclosure triangle for virtual
modifiers
- changed softbody ui to allow enable/disable
DLM to share data from DerivedMesh (reduces some copying/memory allocation)
- added displistmesh_copyShared function to copy a DLM but not duplicate any
internal data
- changed crease drawing to use DerivedMesh functions... this means varying
edge width style of creases had to go, I replaced by using varying color to
show crease weight instead. Don't think this is a big loss since the subsurf
result gives you a much better indication of the crease weight anyway.
- bug fix in mirror modifier, didn't copy edge creases from editmesh correctly
- moved back to editing buttons, where life is now cramped... switched
to constraint style foldout panes, still a WIP. In particular not
sure what buttons should be in header (and if current toggles stay
in header if they should also be in an expanded pane). Also need
new icons for move up/move down (and drag and drop would of course
be nice). Finally current plane is to make it so modifiers will
expand out in modifier pane for horizontal orientations instead of
just going down down down to goblin town.
- added error field to modifiers that is displayed in UI, need to have
some way for modifiers to return errors back to interface (esp. important
for python)
- tweaked cage determination and handling, currently the editmode cage
is determined by last modifier with OnCage set that is preceeded completely
by modifiers that support mapping or are disabled in editmode. it is
kinda confusing, but the interface only lets you toggle OnCage for modifiers
that support it - it just might not be clear all the time why you can't
toggle a certain modifier OnCage.
- update displistmesh_copy to only copy edges if non-NULL
There is a display bug that already existed but is more obvious with
new modifiers where parts of the pane get drawn in a different area
after toggling editmode. It has to do with drawing parts of the interface
using GL instead of 100% buttons. I try to keep my grubby little toes
out of the interface code so this can wait for Ton to return.
- remove python access to Optimal and Subsurf flags (they don't
work this way anymore, I suppose need to replace with python
access to modifiers but not going to do right now).
- removed interface access to OPTIMAL mode, needs to be rethough...
this means at the moment subsurfs outside editmode always draw
and render all edges
with MSVS 8)
- broke mesh_create_shadedColors out of shadeDispList, used to
build vertex colors for mesh in vpaint as well (also fixed
bug where they were not initialized correctly for subsurfs)
- added modifier_copyData and modifier_findByType functions
- change editmode modifiers to only calculate if Realtime and
Editmode bits are both set, makes more sense for copying
modifiers
- update object_copy to correctly copy modifiers
- removed duplicate redefinition of ME_ attributes in python,
this is a horrible idea, why was it done in the first place?
- update armature auto vertex group code to check for subsurf
in modifier stack
- fixed flip_subdivision to work with move to modifier stack
- added copymenu_modifiers, can copy all modifiers or just
data from first modifier of a certain type (not sure how
to deal with multiple modifiers of same type... not
a big issue though I think)
- added verteCos argument to sbObjectReset, lack of this was
causing softbody objects to not be initialized with deform
- made convert-to-mesh option call DAG_scene_sort, prevents
crashes due to obsolete object pointer
and this is better left to user (whee this was a fun commit! so
much deleting!)
- removed mesh_calculate_vertex_normals (replaced by mesh_calc_normals)
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).