Well yeah I can certainly understand this all. But why would different branches be a bad thing? Instead of creating a mammoth app able to do everything under the sun, why not using the solid polygon editing source code and create some kind of simple, opensource modeling package out of it. It would be lightweight, fast and…
The order stuff is developed in has a lot to do with exactly which developers pick up which projects and what other things are going on at the same time. For example, the code for merging vertexes in the physics engine was being updated for 2.5, which directly impacts how softbodies work *lots of coder stuff thats over my…
Definitely agree with you there. With any luck this will be coded into C/C++ and incorporated into trunk soon. The game engine is starting to come together nicely. Third round of scene graph optimization was finished recently. Supposedly its now running between two and ten times faster than 2.48a. I understand that next up…
Rectangle select does have to be reactivated every time you use it. If you press b twice it will bring up brush selection mode, which is persistent (left click to select, middle click to deselect, right click to confirm and exit selection, scroll wheel to change brush size). Switching to a "standard" system might bring in…
What I meant is that once I was done dragging the selection rectangle, I was already out of 'B mode' - and had to go back to it to perform a selection again. I am sure there is a way around that, but I feel that it will involve hidden shortcut keys and 'clickarounds'. That is something I don't accept from 3Dprograms…
There is a geometry counter however on the title bar. It's context sensitive too. I'll assume you know that, but a lot of people never see it. I'm not sure which keys I would remap myself. I've come to like everything as is. The only thing I don't like is the switching between vertex/face/edge modes in EDIT mode, but I use…
google does a great job with the Summer of Code, other big companies should take an example on it. It is also great to see that blender get's so actively supported especially code wise in the community.
The speed ups come as the complexity of the scene in the real time viewport increases. Blender was still using immediate mode, which is sending the vertices, uvs, normals, and etc, one at a time from the CPU to the GPU to draw. That's function 3-9 (or more) calls per polygon. That's lots of needless function call overhead…
Well, I bet it will not be done officially, and the purpose of this ui overhaul (giving more accessibility to blender and making people switch to blender) is failing. I'm not a programmer, i used to make things in c++ as an hobby, but that was a long time ago, and it was just a hobby. I thought maybe a 3d package is for…
Big fan of lasso selection myself. Always preferred it over box and it's nice that it is so accessible like that, much like with LW/Modo. Even using 'b' occasionally I haven't found it to be a big deal. Same with the nav, which incidentally can either work very similar to Max (middle mouse button driven) or almost exactly…