- fixed bug #1882: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1882&group_id=9
    Crash / hang when changing meshes that had edge data.  The mesh->totedge value was not being set to 0.  Reported by jms, thanks.
- fixed bug #1780: https://projects.blender.org/tracker/index.php?func=detail&aid=1780&group_id=9&atid=125.
    Deleting a Text that was being used as script link crashed Blender.  Added a check to unlink the Text from eventual script links when it gets removed.  Reported by kaito, thanks.
- doc updates (one related to bug #1807: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1807&group_id=9 , actually a little misleading word in the NMesh doc: you can get the subsurfed mesh with NMesh.GetRawFromObject, but it's the display subdivision level that counts).
This commit is contained in:
2004-11-27 18:32:26 +00:00
parent fa5649796d
commit e3b7dfe6e2
6 changed files with 128 additions and 4 deletions

View File

@@ -128,8 +128,13 @@ def GetRawFromObject(name):
@param name: The name of an Object of type "Mesh".
@rtype: NMesh
@return: The NMesh wrapper of the mesh data from the Object called I{name}.
@note: For "subsurfed" meshes, it's the B{display} level of subdivision that
matters, the rendering one is only processed at the rendering pre-stage
and is not available for scripts. This is not a problem at all, since
you can get and set the subdivision levels via scripting, too (see
L{NMesh.getSubDivLevels}, L{NMesh.setSubDivLevels}).
@warn: This function gets I{deformed} mesh data, already modified for
rendering (think "display list"). It also doesn't let you overwrite the
displaying (think "display list"). It also doesn't let you overwrite the
original mesh in Blender, so if you try to update it, a new mesh will
be created.
"""