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authorTon Roosendaal <ton@blender.org>2005-11-27 23:49:25 +0300
committerTon Roosendaal <ton@blender.org>2005-11-27 23:49:25 +0300
commitacd06aebc1a5f72ff2e97df3ead7afdeffb6d58c (patch)
tree07684b00f70c56b46041712f7cd5caacccb24dc4 /source/blender/blenkernel/BKE_object.h
parentebb00c1ce57330795c2e5e2795f32a150f41a136 (diff)
Depsgraph fix for editing linked Objects with the other instances being
in other layers (or hidden with local view). In my search for the absolute minimum of recalculations, changes are only flushed when they're visible. On changing layers, the tags then are just set again (for everything that potentially moves) to ensure proper state. However, it didn't work proper for linked Mesh objects that changed in editmode, the Derivedmesh callback then accessed memory out of bounds. The current dependency code was more designed for animation systems... updating display data should work too, but might need some more tests! (Thanks Andrea for clear error sample!)
Diffstat (limited to 'source/blender/blenkernel/BKE_object.h')
-rw-r--r--source/blender/blenkernel/BKE_object.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_object.h b/source/blender/blenkernel/BKE_object.h
index a7e37425da7..2e4e4917de2 100644
--- a/source/blender/blenkernel/BKE_object.h
+++ b/source/blender/blenkernel/BKE_object.h
@@ -50,8 +50,11 @@ void copy_baseflags(void);
void copy_objectflags(void);
struct SoftBody *copy_softbody(struct SoftBody *sb);
void update_base_layer(struct Object *ob);
+
void free_object(struct Object *ob);
+void object_free_display(struct Object *ob);
void object_free_modifiers(struct Object *ob);
+
void unlink_object(struct Object *ob);
int exist_object(struct Object *obtest);
void *add_camera(void);