In my case all the edges are selected.
retopo in 2.5
If you find bugs and you want them corrected, report them to the bug tracker, use http://www.blender.org/development/release-logs/blender-250/ for a link or from the Help / Report a Bug in blender 2.5
Richard
I know about the bugtracker, but it will take them a year to fix those already signed. I know of at least one bug in 2.49 but it is fixed in 2.5 so there is no reason either. Bugtracker is one of the reasons of such a fast Blender development.
dac77: I was today doing retopology and I had your same problems. I had to up the subsurf of the mesh I was snapping to and then it worked better. For me face was working better than volume. I also understand now why you needed see through. My test was working outside so I always was moving vertices that were visible.
I also don’t like bother the developpers with these things that I am sure will get fixed because all these things in Durian sure they are using them and see the bugs.
One thing I don’t know if they forgot is about bevel. Now is only a modifier or they are going to have it as a tool too (in 2.49b it is in “w” popup menu) and I use it all the time. Now I have to use “v” and cut instead. I hope they bring back the bevel as a tool.
Actually you’re right… with VBO active selecting edges is not really possible. Bug reported anyway.
But otherwise, i find no really major bugs in the 2.5 series (well… many minor things, and some features missing), but yes… if you are going some serious work, is better to stick with 2.49b a little more…
Yeah. There are no bugs which I can see because Blender 2.5 crashes before I can discover them. Just a joke. The more complicated work will be done in 2.5 then the more bugs will be seen.
I was testing more the “retopo way” in 2.5 and I think I understand the problem. It is clearly a bug. I have a heavy mesh and a plane I want to retopo/snap to this heavy subsurfaced mesh. I have front and side viewport so I can see what is going on.
I set the magnet, volume and closest as the snapping options.
I now move a vertex in the plane and it sometimes snaps to the front of the mesh but usually it snaps to the global XZ plane, and sometimes it snaps to the back of the mesh. Most of the time it snaps to the XZ plane so clearly in the function where the intersection of the vertex with the mesh is calculated the result value gives as result (x,y=0,z). More of the time it gives y=0 instead of the correct value. Then when I continue to move the vertex it calls again the function and it works in the direction the camera is viewing so it now is calculated from the y=0 position to the mesh going in the direction the camera is viewing so it now always is snapping the back of the mesh. This is a bug so we will see it corrected soon I suppose.
I think traditional retopo worked on 3d viewport z buffer, based on my experiments with view settings and accuracy. Snapping is just a pure geometry calculation. Because of that they behave differently.
Bao, make sure you have properly set options for snapping. there is a new choice - increment.
I upped this video where I test the increment, face and volume. Increment is what we called grid before (why they don’t called it grid???). Face fails completely in this test and volume you can see that has many problems. At the end I managed to snap the four vertices of the plane to the character face but you can see how difficult it was.
Edit: I deleted the video because it is not more a “bug”.
Use snap to face with the new ‘snap project’ button, to the right of the snap target menu, this should work similarly to the old retopo.
btw, it’s called increment since that’s what it does, it snaps to increments relative to the original position, not to an absolute grid.
This option is in Blender 2.5 alpha, but it crashes blender on my computer. In Blender 2.5 sculpt I don’t see this option.
Yes, works perfect with the snap project button. Thanks very much. I will delete that video in youtube because it is not true anymore now.
Using the increment method: is it possible to configure the amount?
Another question if you know: is it planned to bring back bevel as a tool as it was in 2.49b (w popup menu). I miss this in 2.5 to bevel edges.
Newest build crashes too. I suppose it is problem with fglrx driver compatibility, or some library problem with 64 bits, as I get “Segmentation Fault” message.
Edit:
Anyway if it worked I assume it would have full retopo functionality, with automatic adjustment for vertices of extruded edgeloops, or am I wrong?
Bad news Matt: When you said the snap_project button I did a quickt test (a plane to a sphere) and it worked so I was thinking it was solved.
But no way. I uploaded a new youtube video that shows that is not working with the same mesh I used with former video. Am I doing something wrong?
I was using the latest ubuntu 64 build: 25574
I tried again with a plane and a sphere and no problem. It is probably mesh related. I will try later to reduce the mesh, delete modifiers if any and so to understand when it don’t works.
Well, tried more about this problem:
I deleted almost all the mesh and the problem continues.
In the modifier stack there was a Mirror first and a Subsurf second.
Just disabling the subsurf or applying it the retopo works great. But with the Subsurf applied
it doesn’t work. The problem is the SubSurf modifier that makes crazy the retopo tool.
So the “workaround” is make a copy of the mesh and apply the subsurf modifier on it and now retopo works.

this is my pet peeve since sculpt and retopo were introduced.
If they don’t add occluding backfaces in 2.5, I’ll probably put my money somewhere else, 
if u watch my time lapse videos you’ll see how fast I am, current mesh drawing in wireframe multiplies my time to completion by 10x.
I need a mesh I can read if I can realistically continue using blender in my workflow.
Love you Blender; 
That is not the correct way of asking for something to improve in Blender. Also telling you are going to kill a cat if they don't correct that don't works. :rolleyes:
Don't expect 2.5 to bring new things (but it will have nonetheless). First 2.5 has to bring back all the features of 2.49.
Try this: Select the low mesh and F7 and in the Draw panel set to Wire. Now enter edit mode and Click the Occlude Background geometry. Done!
I myself has some things I would like to see and it seems very simple to implement. I would like be able to have two viewports with two different cameras so I move vertices in front and side view and see how they move in those two different cameras (each one matching the perspective of a photo) so modeling would be much more easier I think. That is possible in max for example (but max lacks some much more important thing like panning a camera view that is much more important).
Bao, nothing I said here was bad. Time is money. And, occlude background geo is not what I mean. Try it, I’ve had this conversation a few times, explaining it to people.
Start working on a high poly sculpt, activate retopo and start modeling the new geometry for the low poly in wireframe mode. Now have your new mesh encapsulate the entire sculpt. If you select occlude backfaces or not, backfaces are still visiblen in wireframe mode as illustrated by my example.
I’m not trying to be mean with my comment. I use blender to make a portion of my living. And I have gotten to a point, speedwise where the wireframe view modes in blender are slowing down my workflow–something that I have expressed since blender came out with retopo.
So you can imagine my frustration after a few years of talking about it.
You should check out my technique in my head modeling tutorial, you’ll see where I am coming from. And it may also help you with your workflow.
It could be a bug? Since the Durian team will be doing hi res sculpting, you’re input could be valuable there.