Conversation
Include library override objects (override_library is not None) in simplification, as they are locally editable even though they originate from a linked library. Previously, the filter used override_library is None which had the opposite effect: it excluded overridden (editable) objects and would have included purely linked (read-only) ones. Also fix the exception collection branch so it filters on top of the corrected object list rather than rebuilding from scene.objects without any library check. Co-authored-by: claude[bot] <41898282+claude[bot]@users.noreply.github.com> Co-authored-by: Mustard <Mustard2@users.noreply.github.com>
|
@claude Review |
|
Claude finished @Mustard2's task in 3m 9s —— View job Code Review — Version 2026.2.0Tasks:
Scene Complexity AnalyzerOverall well-structured, with clear separation of concerns (backup/restore, color mapping, overlay drawing, operators). A few things to check: State inconsistency when no meshes are found In def apply_heatmap(context):
...
if not data:
settings.complexity_analyzer_active = True # sets active …
return 0 # … but never calls _enable_overlay()When there are no visible mesh objects,
Silent exception swallowing in live timer
try:
apply_heatmap(bpy.context)
except Exception:
passA bare
Presets (
|
| Severity | Issue |
|---|---|
| Medium | apply_heatmap sets active=True without enabling overlay when scene has no visible meshes |
| Medium | collect_objects excludes non-MESH objects in MODIFIERS mode despite MODIFIER_SUPPORTED_TYPES |
| Medium | settings.objects missing from PRESET_VALUES |
| Low | Silent except: pass in live timer hides errors |
| Low | objects_ignore/modifiers_ignore reused as bool then list |
Uh oh!
There was an error while loading. Please reload this page.