The BMesh project has been going well. A new developer, Wael El Oraiby, has joined the project. He’s been very helpful in porting some of the remaining old editmesh tools to BMesh.
BMesh is now much closer to being feature-complete (and testable) then it was before. Subsurf is working, including uv/vcol interpolation (though the “subsurf uv” option hasn’t been brought back yet). The UV editor works, as does vertex paint and weight paint.
On the tools side, Wael ported over the selected similar tool (shift-g). I’ve recoded the merge tools, which properly collapses uv and vcol data (as per the design of the old tools). Extrude has been brought all the way back, including the contextual menu.
The subdivide tool now has a few advanced options in the Last Operator panel; you can enable the creation of triangles along single quad or triangle edges (it’s disabled by default) and configure the quad corner type again. Unfortunately, as far as I know you can’t set default settings in 2.5 yet, so it won’t remember the previous settings.
The branch still isn’t testable, mostly because some editmesh tools remain. The code that bridges editmesh and BMesh continuously breaks; and while I’m going to try to get it to at least somewhat work, I don’t have much faith in it at this point. The good news is there’s not that many editmesh tools left, so simply bmeshafying them all shouldn’t take more then a few weeks. Note that if you do decide to play around with the branch, I did add code to make blender save a [blendfile.blend].crash.blend on crashes, though it doesn’t save any changes you made in editmode (so cycling through editmode/objectmode every once in a while is a good idea).
I’m still not sure if BMesh will make it in to the first 2.5 release or not. It’s definitely going to be feature-complete by then, but whether or not it’ll be stable enough I have no idea. It may be necessary to include it anyway, regardless of how tested and stable it is, to avoid parallel development problems.
Entry filed under: Uncategorized.