So, lately I’ve been bmeshafying (porting) various mesh editmode tools from the old structure (editmesh) to bmesh. The goal is to have a set of stable, testable tools that are fully implemented in bmesh (remember that editmesh tools sortof work via an interface layer, they just aren’t really stable with respect to ngons. The goal is to port everything to bmesh to avoid having a hackish hybrid design).
So far, I’ve done ctrl-n (not sure what it’s actually called, it makes normals point outside of an object), select more/less, l-key select, hide/reveal, edge rotate, and a few others. I’ve also fixed some bugs. Hopefully, I’ll have things ready for general testing in a couple of weeks. Unfortunately, I’m not sure if loopcut will be done (this is being implemented by ton in the 2.5 branch, and I have to wait for his version because it involves UI coding).
Anyway, back to coding!
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