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Due to trace Blender DNA, custom lights can still recieve a light overload #317

tngreene opened this Issue Nov 28, 2017 · 1 comment


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tngreene commented Nov 28, 2017

In, line 93, this line
self.lightOverload = xplane_lights_txt_parser.get_overload(self.lightName)

is supposed to always return None for custom lights, however if you follow the following steps

  1. Create a light, set it to named or param
  2. Give it a valid light name
  3. Change the light type to Custom
  4. Make the lamp a non-point light

You will get autocorrection.

Temporarily, affected people can run the following snippet to remove the light name from all lights currently set to custom.

import bpy

for lamp in
    if lamp.xplane.type == "custom":
        lamp.xplane.lightName = ""

Actual steps to resolve will be a code fix and adding to known_vs_unknown_named_vs_param.test

@tngreene tngreene added this to the v3.4.0-beta milestone Nov 28, 2017

@tngreene tngreene self-assigned this Nov 28, 2017


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tngreene commented Nov 28, 2017

Also related #316

tngreene added a commit that referenced this issue Dec 4, 2017

@tngreene tngreene closed this Dec 4, 2017

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