Thanks for the report, Ken.
I will say, it's not that I haven't experienced any crashes while selecting objects, but more that I have never been able to trace any of them to any specific thing the plugin is doing. That is to say, it was apparently the result of something the plugin asked SW to do, and not of any actual plugin code - when it has happened, a selection was attempted, this caused some code to run, and shortly after, SW just choked with no error raised in the plugin. No matter though, it's my opinion that during object-selection in the original release, the plugin is just trying to do way too much work, with the pseudo-selection-filters that it provides...the next version feels much 'lighter', as it just lets any regular SW selection filters you may currently have enabled do the work. That means there will no longer be any 'component' or 'feature' selection filters - but I've created a couple of new ways of getting from one object selection to another, and really I much prefer them to the way that I had it working in the original release.
If you're curious, what has replaced the plugin's selection filters are these two things:
- a button in the Object Properties toolbar whose function is: Select this Entity's Parent. Clicking this will select whatever is next up in the hierarchy
- a hyperlink in the 'material source: x' message where 'x' is the entity providing the material for the currently-selected entity. Clicking the link will select the material-source entity
Here's how this looks:
So, when you select an entity (or entities), depending on whether the selected entities have a common parent, or a common material-source, you can get to either with one click. If you select a face, you can walk up from there to the parent feature, then body, then component, and then any parent component using the 'select parent' function repeatedly. This is really alot better than constantly switching between plugin-enforced selection filters to select different levels of the hierarchy in an attempt to determine what is assigned where.
Material assignment has also been reworked a bit. Now it defaults to applying at the body level during a drag-drop if there is no current selection, otherwise the material is assigned to the selected entities. When assigning to faces, the parent bodies will automatically have the multi-material flag enabled instead of refusing the assignment.
JD