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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-06-08 20:26:46 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-06-12 23:36:43 +0300 |
commit | 77879ac038e3576eeeeb651ce78706cb95399098 (patch) | |
tree | e3816728abb2e98b92c4c639f356afba0a8dd3b6 /source/blender/blenkernel/intern/effect.c | |
parent | 6700c02e53ed02fbabc36cd6763f65f74e2ab304 (diff) |
Fix T55376: instanced collection render visibility ignored.
For physics simulation it's still fuzzy though, but this needs bigger
design for how it works with view layers and visibility.
Diffstat (limited to 'source/blender/blenkernel/intern/effect.c')
-rw-r--r-- | source/blender/blenkernel/intern/effect.c | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c index bdf6e84a3b1..3bf58b8886a 100644 --- a/source/blender/blenkernel/intern/effect.c +++ b/source/blender/blenkernel/intern/effect.c @@ -219,10 +219,6 @@ ListBase *pdInitEffectors( ListBase *effectors = NULL; for (; base; base = base->next) { - if ((base->flag & BASE_VISIBLED) == 0) { - continue; - } - if (base->object->pd && base->object->pd->forcefield) { add_object_to_effectors(&effectors, depsgraph, scene, weights, base->object, ob_src, for_simulation); } |