Lattice.c - removed warning
Mesh.c - (own error) when running me.update(key="...") didnt update the right keyframe.
mesh_cleanup.py - Bugfix from a report by plumiferos that started uncovering all the memory leaks.
Removing NAN verts didnt work with mesh keyframes.
Also added an option to remove all white vcol layers. this is usefull when loading old blend files where every mesh has vcolor's even if they are all white (because of how texface used to be stored before vcol layers)
continual script stuff, minor stuff..
fix for bad return in group.
Added back group.objects.append/remove but print deprectaed warning. also some epydoc changes.
Minor changes to radiosity_export, updated to work with the new API (vertexColors MTFace)
obdatacopier - was getting the selection but not using it. made it ignore some read only properties.
BPyMesh - minor change: use face iterator rather then making a tuple()
Exporter free's mesh vertex data each run (was causing memory errors when exporting fluidsim meshes... poke ken for Mesh.Unlink() since many meshes are still created)
Exporter had an indentation error also.
Added an NMesh wrapper around Mesh for importers to use, so as to work around slow 1 by 1 adding of data. used in upcoming flt_importer update.
Mesh cleanup now has the dangerous option to perform a cleanup on ALL mesh data. (needed it for a project)
at the moment it only has meshWeight2Dict and dict2MeshWeight
These allow you to deal with vertex weights as a list of dicts which makes scrips short and easy to understand.
(kh_python, perhaps dict access to the python verts could replace this )
Used the above util functions to update mesh_cleanup.
Copied from the source
'Material Clean', 'Remove unused materials.'
'VGroups'
'Group Clean', 'Remove vertex groups that have no verts using them.'
'Weight Clean', 'Remove zero weighted verts from groups (limit is zero threshold).'
'Weight Normalize', 'Make the sum total of vertex weights accross vgroups 1.0 for each vertex.'
Normalizing lets you see how much % of the vertex a bone owns just by looking at 1 of the bone weights.
Would be nice to have this functionality in Blender but theres not much room for new buttons in teh vgroup and material area :/