diff options
author | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2012-03-03 05:43:44 +0400 |
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committer | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2012-03-03 05:43:44 +0400 |
commit | 9e93fc1e8acacb99b4b7638590ca4f1491e8b587 (patch) | |
tree | e42fb8ecc337a617a98e01f6c882b890ab9387e6 /source/blender/blenkernel/intern/anim_sys.c | |
parent | 00782aae1f5f3159c7afb1cb227bd8de1bc4b9c4 (diff) | |
parent | 95bba22af075148f9cbdb5a9b1ef41aeff1f560f (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.c | 16 |
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); |