The whole story is a bit complicated: As many of you remember, the branch was part of this GSOC. My original proposals for GSOC were GPU based texture painting and automatic seams (the project coded by Shuvro Sarker). Before being accepted into GSOC, my mentor LetterRip asked me if I wanted to do community requested features instead. He mailed me a list with features requested (I think there was even a thread here about that), I saw them, thought about if/how I could do them and I accepted. So far so good. However…it turns out that the list had not been discussed with the core developers (Ton, Campbell, Brecht and Sergey). So after GSOC had finished and after the torrent of high priority merges ended (cycles, camera tracking etc) the developers finally found time to do a review on the code which can be found here:
Quoting brecht’s comment on uv scultping: “I’m not convinced UV sculpt is a feature we should have in trunk, it seems overkill… Grab is like proportional editing, and instead of Pinch/Relax minimize stretch is more useful. The sculpt falloff curve is also too much, UV editing isn’t really an artistic thing, it’s a matter of getting the textures mapped with minimal stretching. This seems a step too far to me.”
And of course he has a point. The thing is, do artists prefer to use a brush, or select and use operator? This thread was made to get feedback on these issues too. So far i have deleted the grab tool from the brushes (I think it was the least useful).
After seeing remarks on the usefulness of the features, I sent some emails to brecht and LetterRip because obviously there was some miscommunication going on. I was asked to code features whose usefulness was debated. I think the main issue is that blender is becoming too large to manage codewise and understandably developers want to avoid cluttering the code with unused stuff. Today there were also objections on the basis that the tools were untested. And they are as far as I know. Only a couple of people have given feedback so far(And I found some really evil bugs this way). By the way I’d like to stress that though I did code the tools I have no feelings of indignation or anything, nor did this thread start with a “Put my code in blender” attitude. There are valid considerations to satisfy both artistic and programmartistic :).
The state of the tools can be considered final*. The smart stitch tool needs a few more adjustments, especially for rotation of islands when snapping but it’s mostly ready. I will update the documentation now to reflect the latest changes.
I have one more request to make. Can someone post a build on graphicall? My internet upload speed sucks and I’ve been repeatedly trying unsuccessfully to upload a build for about 4 hours.
<Edit> *final if there are no problems found, that is
Also a big THANK YOU for your kind words!