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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-03-03 05:43:44 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-03-03 05:43:44 +0400
commit9e93fc1e8acacb99b4b7638590ca4f1491e8b587 (patch)
treee42fb8ecc337a617a98e01f6c882b890ab9387e6 /source/blender/blenkernel/intern/anim_sys.c
parent00782aae1f5f3159c7afb1cb227bd8de1bc4b9c4 (diff)
parent95bba22af075148f9cbdb5a9b1ef41aeff1f560f (diff)
Merged changes in the trunk up to revision 44612.
Conflicts resolved: source/blender/blenloader/intern/readfile.c source/blender/bmesh/bmesh.h
Diffstat (limited to 'source/blender/blenkernel/intern/anim_sys.c')
-rw-r--r--source/blender/blenkernel/intern/anim_sys.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/anim_sys.c b/source/blender/blenkernel/intern/anim_sys.c
index 9867292d2ab..ec5bfbb2cdc 100644
--- a/source/blender/blenkernel/intern/anim_sys.c
+++ b/source/blender/blenkernel/intern/anim_sys.c
@@ -1183,7 +1183,7 @@ static short animsys_write_rna_setting (PointerRNA *ptr, char *path, int array_i
if (RNA_property_update_check(prop)) {
short skip_updates_hack = 0;
- /* optimisation hacks: skip property updates for those properties
+ /* optimization hacks: skip property updates for those properties
* for we know that which the updates in RNA were really just for
* flushing property editing via UI/Py
*/
@@ -1683,7 +1683,7 @@ static void nlaevalchan_buffers_accumulate (ListBase *channels, ListBase *tmp_bu
{
NlaEvalChannel *nec, *necn, *necd;
- /* optimise - abort if no channels */
+ /* optimize - abort if no channels */
if (tmp_buffer->first == NULL)
return;
@@ -2151,7 +2151,7 @@ static void animsys_evaluate_overrides (PointerRNA *ptr, AnimData *adt)
/* Overview of how this system works:
* 1) Depsgraph sorts data as necessary, so that data is in an order that means
- * that all dependences are resolved before dependants.
+ * that all dependencies are resolved before dependants.
* 2) All normal animation is evaluated, so that drivers have some basis values to
* work with
* a. NLA stacks are done first, as the Active Actions act as 'tweaking' tracks
@@ -2160,14 +2160,14 @@ static void animsys_evaluate_overrides (PointerRNA *ptr, AnimData *adt)
*
* --------------< often in a separate phase... >------------------
*
- * 3) Drivers/expressions are evaluated on top of this, in an order where dependences are
+ * 3) Drivers/expressions are evaluated on top of this, in an order where dependencies are
* resolved nicely.
* Note: it may be necessary to have some tools to handle the cases where some higher-level
* drivers are added and cause some problematic dependencies that didn't exist in the local levels...
*
* --------------< always executed >------------------
*
- * Maintainance of editability of settings (XXX):
+ * Maintenance of editability of settings (XXX):
* In order to ensure that settings that are animated can still be manipulated in the UI without requiring
* that keyframes are added to prevent these values from being overwritten, we use 'overrides'.
*
@@ -2295,13 +2295,13 @@ void BKE_animsys_evaluate_all_animation (Main *main, Scene *scene, float ctime)
} \
}
- /* optimisation:
+ /* optimization:
* when there are no actions, don't go over database and loop over heaps of datablocks,
* which should ultimately be empty, since it is not possible for now to have any animation
* without some actions, and drivers wouldn't get affected by any state changes
*
* however, if there are some curves, we will need to make sure that their 'ctime' property gets
- * set correctly, so this optimisation must be skipped in that case...
+ * set correctly, so this optimization must be skipped in that case...
*/
if ((main->action.first == NULL) && (main->curve.first == NULL)) {
if (G.f & G_DEBUG)
@@ -2357,7 +2357,7 @@ void BKE_animsys_evaluate_all_animation (Main *main, Scene *scene, float ctime)
/* objects */
/* ADT_RECALC_ANIM doesn't need to be supplied here, since object AnimData gets
- * this tagged by Depsgraph on framechange. This optimisation means that objects
+ * this tagged by Depsgraph on framechange. This optimization means that objects
* linked from other (not-visible) scenes will not need their data calculated.
*/
EVAL_ANIM_IDS(main->object.first, 0);