Jeremy Hu
cc51fdafe0
Add menu: Check for Updates
2019-07-24 22:11:55 +09:30
Jeremy Hu
a7758fcccd
Rename quickjs folder to indicate it's modified
2019-07-21 23:42:53 +09:30
Jeremy Hu
63d92e7682
Add JavaScript support
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This commit introduce JavaScript as nodes generation script, to procedurally generate input nodes, which usually should draw by user on the canvas.
Powered by QuickJS (https://bellard.org/quickjs/ )
2019-07-20 14:04:53 +09:30
Jeremy Hu
74fda4b2f0
Update download link to 1.0.0-beta.21
2019-07-11 23:42:49 +09:30
Jeremy Hu
3ee492f623
Fix build
2019-07-09 08:20:09 +09:30
Jeremy Hu
31d627bca9
Support user defined cut face per each node
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Before this commit, the user defined cut face can only be set for whole part. Now each node could been configured a separate cut face and rotation.
2019-07-09 08:06:07 +09:30
Jeremy Hu
d65feb2b60
Update download link to 1.0.0-beta.20
2019-07-07 23:07:37 +09:30
Jeremy Hu
820aa90406
Rename Vertex to ShaderVertex
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Fix crash on hiding nodes after removing node
2019-07-04 19:06:50 +09:30
Jeremy Hu
6b8afd2493
Update language file name
2019-06-28 22:33:49 +09:30
Jeremy Hu
12fc351068
Add language: zh-CN
2019-06-27 22:14:33 +09:30
Jeremy Hu
2aa2f79a72
Update download link to 1.0.0-beta.19
2019-06-26 22:21:39 +09:30
Jeremy Hu
6445f453c5
Output file line number to debug log in release mode
2019-06-25 21:50:02 +09:30
Jeremy Hu
17f5293a4c
Update download link to 1.0.0-beta.18
2019-06-13 08:45:48 +09:30
Jeremy Hu
ace93d0d9f
Update logo
2019-06-13 00:08:47 +09:30
Jeremy Hu
0b18da76ea
Add bone name converter but not enable yet.
2019-06-10 15:49:35 +09:30
Jeremy Hu
4ab76b1d76
Add preferences setting and change the behavior of shift key on scale radius
2019-06-01 22:42:53 +09:30
Jeremy Hu
7c068466e8
Update download link to 1.0.0-beta.17
2019-05-26 13:09:04 +09:30
Jeremy Hu
bb19489ee1
Add base plane constrain settings
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Mesh layout and thickness adjustment are depend on base plane calculation. In this build, the base plane calculation could be limited to front plane, side plane, and so on, compare to without any limitation in previous implementation.
2019-05-20 23:08:01 +09:30
Jeremy Hu
8f5368a43f
Add user defined cut face
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Extruding shape is totally customizable now, it's not limit to predefined shapes.
2019-05-19 12:51:38 +09:30
Jeremy Hu
fcfe51a28a
Support customizable extruding face: Quad, Pentagon, Hexagon, and Triangle
2019-05-05 22:19:26 +09:30
Jeremy Hu
ceeccc7211
Start implementation of Remote IO
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Finished server creation, implemented two commands: listwindow, selectwindow
Ideally, all the UI should be possible manipulated by remote IO, a local TCP/IP connection, this could be useful to make a VR front end for Dust3D.
2019-03-17 15:53:39 +09:30
Jeremy Hu
7677a404e6
Update download link to 1.0.0-beta.16
2019-03-10 12:58:20 +09:30
Jeremy Hu
bc3109def9
Prepare 1.0.0-beta.16
2019-03-10 11:26:54 +09:30
Jeremy Hu
7bcf00d471
Upgrade CGAL 4.11.1 to 4.13
2019-03-03 18:22:18 +09:30
Jeremy Hu
8c0156bc7a
Add example model: Bob
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Add menu item "Open Example", open a default example model, called "bob.ds3".
Thanks to reddit user(bvanevery) for proposing this feature.
2019-03-01 22:34:46 +09:30
Jeremy Hu
02bb32391e
Add cut face customizing.
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This commit introduce a new tool, allow user to customize the face template for automatical extruding.
2019-02-24 23:12:23 +09:30
Jeremy Hu
3e1fde4260
Fix build
2019-02-19 20:51:12 +09:30
Jeremy Hu
4bdbdd496a
Introduce new mesh generator: nodemesh
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Remove meshlite, introduce nodemesh: https://github.com/huxingyi/nodemesh
Now, all the codebase move to C++, no rust language dependency.
2019-02-18 22:27:18 +09:30
Jeremy Hu
8ace5b43de
Fix triangulation of uv unwrapping
2019-01-24 23:57:47 +09:30
Jeremy Hu
4d1be408a9
Add application icon for mac
2018-12-26 20:48:02 +09:30
Jeremy Hu
ff65a24f32
Fix node scaling with keyboard on add mode
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Node scaling only worked with mouse on add mode before, now should be also working with keyboard.
2018-12-15 23:11:02 +09:30
Jeremy Hu
7fe87b2dee
Fix double click selection in pose editor
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Double click should select connected items only, not select all.
2018-12-11 21:25:55 +09:30
Jeremy Hu
9a5d6df106
Add contributor #25
2018-12-08 13:04:37 +09:30
Jeremy Hu
fa8fe5d479
Fix AppImage #23 #24
2018-12-04 21:21:02 +09:30
Jeremy Hu
251e1f5a6e
Fix toolbar icon size #19
2018-12-03 22:56:20 +09:30
Jeremy Hu
08b20e4d5b
Fit right sub widget size #19
2018-12-02 23:16:04 +09:30
Jeremy Hu
5704525505
Fit toolbar button size #19
2018-12-02 22:02:34 +09:30
Jeremy Hu
221d6d0784
Fix jpeg plugin missing #22
2018-12-02 15:26:36 +09:30
Jeremy Hu
2c8b32978a
Add contributors
2018-12-02 08:30:32 +09:30
Jeremy Hu
4981d2d078
Release 1.0.0-beta.5
2018-12-02 08:25:30 +09:30
Jeremy Hu
f0334c3eec
Fix crash on uvunwrapping #18
2018-12-01 23:21:53 +09:30
Jeremy Hu
25b68d2a71
Release 1.0.0-beta.3
2018-12-01 14:56:17 +09:30
Jeremy Hu
7a244c2a16
Release 1.0.0-beta.2
2018-12-01 14:14:53 +09:30
Jeremy Hu
96486f33be
Change version number to 1.0.0-beta
2018-12-01 10:56:23 +09:30
huxingyi
889c11ecef
Add new combine mode: Inflation
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This mode turn the component to functional nodes instead of mesh construction. The mesh generated before this component will be proportional deformed.
2018-11-15 22:01:20 +08:00
huxingyi
ab97615bea
Add "combineMode" configuration for component to replace the "inverse" attribute
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Currently, only support "Normal" and "Inversion" modes, "Normal" means normal mesh union, "Inversion" means mesh diff, it behaves like subtract itself from the previous mesh.
2018-11-14 21:21:45 +08:00
Jeremy Hu
2c8975b1cd
Unify rig type of generic and tetrapod as animal
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Marks also reduced to four types: Neck, Limb, Tail and Joint.
2018-11-07 00:26:19 +08:00
Jeremy Hu
70f075a36e
Rewrite pose editor
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This commit include lots of changes for pose editor.
Before, we use buttons to represent the transform controller for bones;
Now, we use nodes and edges to represent the bones, just like the nodes and edges for representing the guide spheres for mesh generating. There are advantages by doing this. Firstly, The edit UI for both mesh and pose are unified, secondly, it is possible to set a reference sheet for pose editing now, this is very important.
This new pose editor is inspired by the Eadweard Muybridge's work.
2018-11-05 23:47:21 +08:00
Jeremy Hu
a4aefdd308
Make a abstract class for document: SkeletonDocument
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This is mainly for reusing the SkeletonGraphicsEditWidget for other purpose, such as the new pose editor.
2018-11-03 16:09:42 +08:00
Jeremy Hu
1c17e25b69
Add new rig type: Generic
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The difference between tetrapod and generic is that, with tetrapod, all the bones need to be generated are know before mark, so if some marks are missing, there would be a message prompted; with generic, you can mark what ever marks as you wish, and the algorithm is try to create a spine and the limbs growing on the spine, that means, the generated skeleton would be some kind of creature.
2018-11-01 23:24:06 +08:00