replaces another so it can do updates (e.g. dopesheet editor can
sync channel selection).
Also coded a simple optimization for allocating small objects,
based on mempools. It's #ifdef'd out, you can enabled it by
defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to
your compiler flags).
We suffer from a great deal of performance loss from the system allocator
(vgroups, ghash, edgehash, the singly-linked list implementation in blenlib,
editmesh, and likely a great many areas I'm forgetting), and this is the
common solution for handling the many-small-objects problem. It's not
really production-ready yet (it's long-term memory consequencers need to
be profiled first, and the implementation tweaked as necassary), but for
people on systems with slow system allocators it's worth trying.
Note that since this creates a guardedalloc<->blenlib link, the build systems
need to be updated accordingly (I've already done this for scons, though I'm
not sure if the player builds).
Some more Bmesh custom data functions and
structures. This still does not do anything
yet because the various conversion functions
don't bother making use of the new custom data
functions. Hooking them up should be fairly
simple though.
Also note that the custom data code is mostly
copy/pasted from the existing custom data
functions for editmode with a few modifications.
Duplicating code like this isn't nice, but I
felt it was better to keep things for Bmesh
'standalone' for the moment and take only what is
immediatly needed instead of creating
a tangle of interdependant code.