There is a lot of very dangerous (and slow) string manipulation code in
there. I do not want to appear arrogant, but a bit of basic code QA in this
module certainly can't hurt.
Please see the diff for further explanation ;-)
a the beztriple, so things like the hidden and handle select states were
set to random values. Added a beztriple.hide attribute so that the
hide attribute can be set/cleared from the BPy API.
- malformed nmeshes could crash Blender with a sigsegv. Related to old
behavior that accepted "faces" with one or two verts.
- removing unused var (store_edges) + doc update.
Image.New(name, w,h,depth)
Image.start- for animtex
Image.end - for animtex
Image.speed - for animtex
Image.packed - read only bool
See the pydocs for details.
when it duplicated mesh data.
I'm not thrilled with how I implemented this code, but currently don't
know a better way. If someone more familiar with how blender duplicates
objects and converts things to meshes wants to have a look, it would be
appreciated.
Previously the only way to get the current image was flaky and relyd on the image being assigned to a mesh.
try:
me = Scene.GetCurrent().getAttiveObject().getData(mesh=1)
image = me.faces[me.activeFace].image
except:
image = None
...Can new be replaced by the following, and works even when there is no mesh.
image = Image.GetCurrent()
epydocs:
Get the currently displayed Image from Blenders UV/Image window.
When multiple images are displayed, the last active UV/Image windows image is used.
* this resolves a number of outstanding issues with the armature api and gets this ready for release
- add/remove bones possible
- rolls work correctly now!
- ik'ing to parent should work
- flags for tip/root/bone selection
- etc.
PyDict_SetItemString() with objects that were not properly decrefed
afterwards. Due to the number of places this was used, I added a
wrapper EXPP_dict_set_item_str() to gen_utils.c to handle it.
This started as a scriptlink bug, due to how many times scripts were
being executed I think it just magnified how bad the memory leak in
BPy was. Animating the blend attached with this bug report would cause
memory to grow by about 3MB for every 280 frames. After the patch,
memory did not appear to grow at all (or at least not noticably using
Unix's ps and top utils).
Since many of the PyDict_SetItemString() calls were in initialization
modules I think my tests executed most of the changed code, but would
appreciate script users really giving feedback.
"if" statements. The macro defined in gen_utils.h expands to two
statements; putting after an "if" statement without {} means the second
statement should always be executed. I'm not sure if just putting
braces around both statements would cause other compilers to complain.
But this explains an earlier bug in the Object module which only
appeared on MacOS/X.
incorrectly, including wrapping curve data as BezTriples. Needed to
make a change to beztriple module so we could more easily create a
"thick" BezTriple object similar to Blender.BezTriple.New().
The change to BezTriple.h pointed out some dead code in the Ipocurve
module that could be removed.