Since last night, Ton commited a rewrite of the mesh-edit code for true select-/workmode for faces, edges and vertices, this is what everyone have been waiting for, and it can be extended I think for better editing possabilites and so…but there are more coders than our great Ton
Woah! Gasp! Crap, this is what I’ve been waiting for for ages, and implemented just like I hoped, WITHOUT messing with the UV/Face select mode. Excelent!
Now all we need is improved bevels (that work on selections, not the whole mesh) and we can bevel edges! Neato!
The system does have a strange way of doing edge extrusions though - if you select the four edges that make up a face it extrudes the whole face - not just the edges - this is not typical or ideal with a vert/edge/face approach.
And, there’s no way of defining ‘islands’ of selections - if you select two faces next to each other they are extruded as one area, if they are not, they are extruded as sepperate areas. You might not want it to extrude both faces as one unity even if they tangent. You could have two extrusion methods, Extrude and Extrude Region.
And, there’s no way of defining ‘islands’ of selections - if you select two faces next to each other they are extruded as one area, if they are not, they are extruded as sepperate areas. You might not want it to extrude both faces as one unity even if they tangent. You could have two extrusion methods, Extrude and Extrude Region.
Agreed. Although suddenly I feel so ungrateful for wanting more;) But there’s nothing wrong in keeping the coders on their toes, right?
If someone could make so that tools like extrude and scale would affect polygons alternatively in groups or separate, that would nigh on terminate my Wings3D-envy:)
Also, the new selection modes make even more clear the problem with lacking an “Ignore backface” option. But enough on that, I’ll shut up for a week or so, just to show my gratitude;)
Yes, it makes you urge for an ‘Ignore Backface’ option in the Select menu like mad… Especially since you start selecting faces behind the visible ones because you forget it’s not there.
New: Fake Polygons, or Face-polygons, or FGons nicked for now.
Just select a bunch of faces (selection should be valid flat poly) and
press FKEY. Works in fact as selection-group optimizing. Nice in solid
drawmode!
Further some small additional fixes in the whole debugging process.
Found old error in loopselect for triangles, subdivision code, and
selection still.