Updating this diff to incorporate the changes from D5108 to include support for edge selection.
Tue, Jul 16
Mon, Jul 15
No work has been done on this task for quite a long time.
I would like to try and fix it.
Sat, Jul 13
Fri, Jun 21
Thu, Jun 20
Jun 17 2019
Gset is just the equivalent to a set in C++ or Java. You can find the implementation in BLI_ghash.c by looking for the BLI_gset_ prefix.
Jun 16 2019
Jun 14 2019
Ahh finally I have some time to work on this! I've implemented @matc (matc)'s patch (D4792) as well as adding the Shift-G keybind for consistency (turned out to be very simple once I figured out how the keymaps worked). Unfortunately, I don't have enough Blender internal/general knowledge to know the inner workings of kdtrees, gsets, etc... does anyone have any pointers on how to extend D4792 to edge and vertex select?
I believe this is implemented now, we can consider closing?
Jun 5 2019
This is my first time contributing. I noticed we are not setting a clamp to this like we do for timeline (see "rna_scene.c" lines 881 and 891 for functions called "rna_Scene_end_frame_set" and "rna_Scene_start_frame_set").
May 24 2019
Diff against current master.
May 21 2019
Archiving since this is no longer relevant in the 2.8 outliner.
May 15 2019
May 7 2019
Keymaps appear to be in release/scripts/presets/keyconfig/keymap_data/.
May 6 2019
@matc (matc) Thanks for the diff, I'll take a look at it when I have time and try to implement this task.
I have created and tested a patch that implements the requested functionality: D4812
Tested on a bezier curve and this is still duplicating points.
May 5 2019
May 3 2019
I had worked on this a couple of weeks ago. I updated my version to current master (D4792).
This behavior does not appear to be present in the latest build, so I would like to take this on as an early issue. Is there anything in particular I should be aware of when working on this task.
Cool, thanks! I have used blender for a while and know C++, but I am new to blender development - any pointers on how to do this? Mostly I am having trouble navigating the rather large codebase, so any advice would be greatly appreciated.
May 2 2019
Yes (no need to ask, any open quick-hack is a candidate to try).
May 1 2019
What's the status on this? Can I try it?
Apr 26 2019
Sorry I have been absent from this for a while, but I am now picking things back up again. I was able to find this snippet of code in source/blender/draw/engines/eevee/shaders/lights_lib.glsl line 283:
Apr 13 2019
Apr 11 2019
Apr 10 2019
@William Reynish (billreynish) I think I developed a solution. When in Weight Paint mode, clicking the bone icon in the toolbar switches the mode to Object mode (which enables the user to add/edit bones). Likewise, clicking the Weight Paint icon in the toolbar when in Object mode switches the mode to Weight Paint mode. Should I go ahead and submit a patch for review?
Apr 2 2019
@Kelly Dodson (djkellyd) I haven't seen a patch that adds this, so I think you can go ahead and create one.
Mar 31 2019
Mar 25 2019
Mar 22 2019
@Tim Stullich (tstullich), search for SUN in source/blender/draw/engines/eevee.
Mar 21 2019
@Brecht Van Lommel (brecht) I was able to work on implementing some backwards compatibility logic in version_update.py and now I need to work on integrating the above changes into Eevee, as you had mentioned. Where would I start to look into making changes for Eevee?
Mar 20 2019
@Rachit Jain (j-rachit) are you still working on this? The last comment you made was almost two months ago. If you are not working on this could you let me know and I'd be happy to take over from where you left off?
Mar 19 2019
Mar 12 2019
Mar 3 2019
Feb 27 2019
Feb 11 2019
Feb 10 2019
Just as @Brecht Van Lommel (brecht) said, modifying the ED_operator_editsurfcurve poll function affected other operators as well.
Feb 8 2019
Feb 5 2019
Jan 24 2019
Jan 10 2019
Jan 4 2019
Just a follow-up, I'm still working on this. I've managed to get to the point where Samarth Mediratta reached with their diff, and also managed to make the property show up in the UI. I'm looking into how to affect the size variable right now.
Dec 24 2018
Since it currently seems that no one is working on this, I will try to pick it up. A lot has changed in the code since the last patch was submitted so:
I will use Samarth Mediratta's diff as a starting point and write the code wherever it lives now. I'll try to finish this over the next 10 days, and will hand this back if I am unable.
Dec 10 2018
I have looked into this over the past few days.
Oct 31 2018
@Francesco Salvatore Spoto (SpotX) yes, although suggest to flip the flag, which avoids version bumping existing files, see: RNA_def_property_boolean_negative_sdna
Oct 17 2018
Is this task not done? Can I progress it?
Oct 5 2018
Sep 21 2018
Aug 26 2018
Aug 25 2018
Aug 3 2018
Jul 29 2018
Hello! Is this task still available? Can I work on top of the last Patch or should I submit a new one?
I am working on improving the patch
Is there a commit for this patch? I compiled the latest version and it does not work as in the video.
Jul 27 2018
It was actually a Cycles issue due to rBf8b9f4e9bbc1: Cycles: Resumable render implementation for Cycles.
Can't redo this in Linux, looks like an OSX only issue?
Jul 24 2018
Jul 23 2018
Please do noit re-open tasks yourself. As already stated, that is not a bug, and certainly not a quick hack. Changing that behavior needs design, and would be a TODO (we have a lot of TODO’s regarding vgroups anyway…).
Jul 1 2018
While the documentation there could be a bit clearer, it also clearly states here that duplicated geometry will inherit most geometry data layers
Note that duplicated elements belong to the same vertex groups as the “original” ones. The same goes for the material indices, the edge’s Sharp and Seam flags, and probably for the other vertex/edge/face properties…
Jun 29 2018
This is by design (and not a bug)
Jun 27 2018
Jun 19 2018
May 29 2018
May 19 2018
May 16 2018
Hi, I just want to make sure, so we need to implement this operator in C code right? And for the operation behaviour, there's something that's not clear.
Is it only working for continuous selection or it can work in any condition? If we select disjoint selection, what will happen? And should be the edge produced by the extrude be straight, or it keeps the handle like before, or there's some adjustment for the handle?
From the python code above, I can see that he use subdivision operator to create a new node, and if I remember correctly, the subdivision change the handle position. I wonder if it's a wanted behaviour.
May 11 2018
Apr 26 2018
commited in rBd37dcc488045
@Philipp Oeser (lichtwerk) go ahead, thanks for doing so!
@Sebastian Witt (witt): do you want to commit yourself? (I can do otherwise...)
Apr 25 2018
I can confirm this is a bug.
The UV coords are flipped as to be expected by the code. I have no idea why this was in the code i wrote 2 years ago.
I was trying to track down a strange discontinuity in a normal map generated from a torus, which led to discovering Blender was generating two UV islands - all but one single face were joined together. If you're interested, you can see the visual example (and what a user would do to fix it) here: https://twitter.com/coolpowers/status/988504575912087552