- Moved Weld/Align out of transform code, now it's a menu.
- Removed confirmation popups for LSCM unwrapping in the uv editor, didn't
make sense anymore now we have undo.
- Extended select linked, to work more like it does in edit mode:
- L: select linked uvs/faces under the mouse
- Shift+L: select/deselect linked uvs/faces under the mouse
(like shift+click for selecting single uvs/faces)
- Ctrl+L: how L worked before
- More accurate uv selection: when selecting one uv from a group of uvs that
are in the same position, it now selects the uv belonging to the face the
mouse is over, instead of a random uv.
- 'View Selected' (numpad .-key) for both faceselect mode and the uv editor.
multiple functions and partially recoded. Because now all the uv mapping
settings are accessible throught the panel, no popus will be shown when
pressing 'U' to unwrap faces in face select mode. Also From Window to Cylinder
and From Window to Shpere became obsolete, as you can set this in the new
panel.
The panel contains buttons for all the existing uv mapping modes, and the
following settings:
- Cube size: For Cubical unwrapping.
- Radius: Radius for Cylindrical unwrapping.
- View Aligns Face, View Aligns Top, Align to Object: For Cylinder and Shpere.
Respectively means you are in front of the Cylinder/Sphere, look through the
Cylinder, or use the object rotation to determine how the cylinder is
positioned (old Cylindrical unwrapping).
- Polar XZ, Polar XY: With 'View Aligns Top' enabled, defines at which polar
you are looking.
- No Edges, Draw Edges, All Edges: Draw no edges, draw edges z-buffered on top,
draw all edges, without depth test.
All credits for this part (and also at least half of the other UV editor
improvements) go to Jens Ole Wund aka "bjornmose".
- Draw Faces in the UV editor
- Draw Faces, selected in the UV editor, in the 3D view
- Draw Shadow Mesh in the UV editor (for faces unselected in the 3D view)
- Select Linked UVs (LKEY)
- Unlink Selection (Alt+LKEY)
- Stick (Local) UVs to Mesh Vertex on selection
- Active Face Select
- Reload Image
- Show / Hide Faces in the UV editor (H, Shift+H, Alt+H)
- Proportional Editing (O, Shift+O)
- Stitch, Limit Stitch UVs (snap by mesh vertex)
- Weld / Align UVs (WKEY)
- UVs Snap to Pixels on/off switch
- RMB in Texture Paint or Vertex Paint mode picks color
- Select Inverse in Faceselect mode
I hope these are all the features that were commited. The new UV Mapping
panel (and code) will follow later.
- "Seperate loose parts" is an option in the new pkey popup (in mesh editmode) that seperates a mesh based on objects in it that are not connected.
- "Select same uv" is an option in the wkey popup (in facemode) that selects all faces in the mesh that have the same uv texture assigned as the current active face.
ps. first commit! I hope I can live up to expectations...but don't expect too much! :D
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu