- it renders red with one egde as indeterminate, the front edge is where the wipe tower will start
- changing width changes depth of the block (as requested)
- the block shows the brim of the wipe tower
- after slicing, the block is rendered in usual dark green and takes the exact shape of the tower (also with brim)
- moving or rotationg the block after slicing does not invalidate the wipe tower (and hence the exact block dimensions are preserved)
- changing anything that invalidates the wipe tower reverts the block back to the "indeterminate" shape
- the block is not shown after slicing, if the wipe tower is not actually generated (printing single color object with the wipe tower enabled)
This required changes in the wipe tower generator, which now generates the tower
at origin with no rotation. Resulting gcode is postprocessed and transformed during
gcode export. This means the wipe tower needs not be invalidated when it is moved or rotated.
The Clipper library is not stable when calcuating offsets of contours
with holes. Replaced a single call of offset2 with offset_ex(offset_ex()).
This is not the most efficient solution, but it fixes this problem.
Fixes https://github.com/prusa3d/Slic3r/issues/456
discover_horizontal_shells() fron Perl to C++, where
the already calculated bridge direction was being lost.
Improved constness of the debug methods
void export_region_slices_to_svg(const char *path) const;
void export_region_fill_surfaces_to_svg(const char *path) const;
variable. When set to zero, the usual automatic bridge detection applies.
The bridging angle override may be set at the Infill->Advanced settings,
or through a modifier mesh.
https://github.com/prusa3d/Slic3r/issues/314
There was an issue with raft & soluble support.
Also there was a bug, where the support was not generated correctly
after a change of the support Z gap.
If the "interface_shells" feature is disabled, the "ensure vertical wall thickness"
feature will not add full infill over internal shells.
Fixed some issues with delayed loading of 3d scenes.