- Mesh editor commands no longer use class default objects
- Tweaked some internal functions to make them more general purpose
#rb none
[CL 3428862 by Mike Fricker in Dev-Geometry branch]
- Removed type-specific base classes for mesh editor commands
- We now have a different base class for 'instant' commands vs 'edit' commands instead
- Removed 'F1' shortcut for move mode. Will be dealing with that soon.
#rb none
[CL 3428090 by Mike Fricker in Dev-Geometry branch]
- When multiple polygons are selected that are neighbors, Extrude will now keep those polygons connected by default
- Extrusion distances for polygons are now influenced by their vertices' intersection points with neighbor polygons. This makes for much more sensible extrusions when extruding multiple polygons together.
- UEditableMesh::ExtrudePolygons() has a new parameter 'bKeepNeighborsTogether' to enable this feature (always 'true' in Mesh Editor for now. We'll make it an option, eventually.)
#codereview richard.talbotwatkin
#rb none
[CL 3425238 by Mike Fricker in Dev-Geometry branch]
- Added extensibility support for 'common' mesh commands
- Migrated Quadrangulate Mesh to a new module
- Fixed some non-unity compilation errors. There are still a lot more.
#codereview richard.talbotwatkin
#rb none
[CL 3419161 by Mike Fricker in Dev-Geometry branch]
- This was weird to clobber the user's setting. Also, this works around the issue where VWI is not the authority over the viewport toolbar state, which cause the gizmo to be "stuck" in All mode forever.
#rb none
[CL 3409283 by Mike Fricker in Dev-Geometry branch]
- Added proper rendered wire sizing for orthographic views
- Fixed various backface checks
- Fixed fuzzy selection checks in orthographic views
- Fixed elements being selected from opposite direction when clicking
#codereview richard.talbotwatkin
#rb none
[CL 3404119 by Mike Fricker in Dev-Geometry branch]
- If you have polygons or edges selected on a base cage, their counterparts will be highlighted on the subdivision preview wire overlay
- Added new Editable Mesh function to get the edge that is connecting two specified vertices (UEditableMesh::GetEdgeThatConnectsVertices)
#codereview richard.talbotwatkin
#rb none
[CL 3401517 by Mike Fricker in Dev-Geometry branch]
- You can now invoke 'common' actions without having a mesh element selected! (e.g., quadrangulate, add/remove subD)
- Blue wireframe preview now draws for selected actors even when no element is selected
- Some refactoring to how we track selection state in Mesh Editor. We now keep track of selected components and their editable meshes. This simplified various functions.
- We now only support editing meshes for selected actors/components. Removed the preference to edit non-selected objects.
#rb none
#codereview richard.talbotwatkin
[CL 3400421 by Mike Fricker in Dev-Geometry branch]