@driven said:
@unknownuser said:
...it groups them together, moves the group, then explodes the group...
exploding now deletes all references to the group entities, i.e. they all are 'deleted entities' after the explode...
in one of mine I 'now' store the face.bounds.center.z and then after exploding re-find faces using that as a conditional...
I believe the former ability to 'hold' the reference was a SU 'hack' and some of these are being 'put right'...
john
I discovered this in bug testing, can confirm. It kind of sucks, as it was nice to store a selection set in an object array, manipulate, then get your selection set back by selection.add(array) which you can't do now since it views the objects as 'deleted.'
Alternately - and this may work well for your case, as even edges/faces/etc get these - each object now has a property called persistent_id, and by referencing back to that you wouldn't have to compare geometry (if I read your post right). My work around for now is to store the persistent_id's in an array, then go the the drawing objects and find the ones that have those id's when I need to reselect them. This is way, WAY slower than just being able to reference back to an array of entities, but I guess it is what it is... unless someone else knows of an easier way to get the selection set back.