Another commit I didn’t mention is that the Bmesh branch should compile, so now we have Joeedh is adding Bmesh to the stuff he’s working on along with DSM it would be nice to have builds.
Zanqdo, you already made a Bmesh preview video before, you may need to do another one if Joeedh starts working on Bmesh full steam.
Work on Bmesh never actually stopped totally, I just wasn’t comitting my code. Joeedh is working on finishing up the new API for Bmesh that I had written in short bursts over the last 6 months or so. Unfortunately I have increasingly little time for this sort of thing and Joeedh was thankfully interested enough to complete the work I had started with me taking an advisory role for the time being.
I have looked forward to Bmesh for a good while. Sounds like a much saner mesh structure.
How about including it in 2.5? Since all the modeling tools are getting re-implemented anyway using the new event system, how about switching to Bmesh already?
Besides, even if Bmesh isn’t 100% ready for prime time, including it in 2.5 will motivate more coders to fix any holes and leaks.
Going all Bmesh for 2.5 would take care of a lot of supposed shortfalls of Blender’s modeling capabilities. I think the Ngons would help, if there was a nice way to tesselate it into a clean quad structure if needed.
The mailing lists show Joeedh implementing stuff like a pattern based subdivider as of today. I can safetly say work on it is now full steam.
Porting editmesh tools over to the new event system actually is mostly boring grunt work and a bit different then rewriting them for a new mesh system which has a different API.
Bmesh has never been a target for 2.5, although there may or may not be parts of it that can be used more directly at that point by blender. We shall see how things go.
In it’s current state the branch doesn’t actually do anything. When there is something new for people to play around with you can be sure it will be made known.