- move more active properties into their collections:
scene.active_keying_set --> scene.keying_sets.active ...same for active_uv_texture. active_vertex_color, active_keyconfig, - move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections also have them return the newly created layer and dont set the layer active. uvtex = mesh.uv_layers.new(name) vcol = mesh.vertex_colors.new(name)
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		@@ -427,13 +427,13 @@ class JoinUVs(bpy.types.Operator):
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        if is_editmode:
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            bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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        if not mesh.active_uv_texture:
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        if not mesh.uv_textures:
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            self.report({'WARNING'}, "Object: %s, Mesh: '%s' has no UVs\n" % (obj.name, mesh.name))
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        else:
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            len_faces = len(mesh.faces)
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            uv_array = array.array('f', [0.0] * 8) * len_faces # seems to be the fastest way to create an array
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            mesh.active_uv_texture.data.foreach_get("uv_raw", uv_array)
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            mesh.uv_textures.active.data.foreach_get("uv_raw", uv_array)
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            objects = context.selected_editable_objects[:]
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@@ -451,10 +451,9 @@ class JoinUVs(bpy.types.Operator):
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                            if len(mesh_other.faces) != len_faces:
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                                self.report({'WARNING'}, "Object: %s, Mesh: '%s' has %d faces, expected %d\n" % (obj_other.name, mesh_other.name, len(mesh_other.faces), len_faces))
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                            else:
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                                uv_other = mesh_other.active_uv_texture
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                                uv_other = mesh_other.uv_textures.active
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                                if not uv_other:
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                                    mesh_other.add_uv_texture() # should return the texture it adds
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                                    uv_other = mesh_other.active_uv_texture
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                                    uv_other = mesh_other.uv_textures.new() # should return the texture it adds
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                                # finally do the copy
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                                uv_other.data.foreach_set("uv_raw", uv_array)
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