Cleanup: trailing space
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@@ -677,7 +677,7 @@ Here are some general hints to avoid running into these problems:
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Undo/Redo
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---------
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For safety, you should assume that undo and redo always invalidates all :class:`bpy.types.ID`
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For safety, you should assume that undo and redo always invalidates all :class:`bpy.types.ID`
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instances (Object, Scene, Mesh, Light, etc.), as weel obviously as all of their sub-data.
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This example shows how you can tell undo changes the memory locations:
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@@ -701,7 +701,7 @@ interactively by the user is the only way to make sure that the script doesn't b
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Modern undo/redo system does not systematically invalidate all pointers anymore.
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Some data (in fact, most data, in typical cases), which were detected as unchanged for a
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particular history step, may remain unchanged and hence their pointers may remain valid.
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Be aware that if you want to take advantage of this behavior for some reason, there is no
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guarantee of any kind that it will be safe and consistent. Use it at your own risk.
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