diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-07-03 16:08:40 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-07-03 17:43:40 +0300 |
commit | 9b89de2571b0c3fa2276b5c2ae589e0ec831d1f5 (patch) | |
tree | 63f1007a5262b4d6f1c1a96734c521d836eb6fc6 /source/blender/blenkernel/intern/paint.c | |
parent | 05f970847e12ce30e8c4c624677d94ae239ce2bc (diff) |
Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
Diffstat (limited to 'source/blender/blenkernel/intern/paint.c')
-rw-r--r-- | source/blender/blenkernel/intern/paint.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/paint.c b/source/blender/blenkernel/intern/paint.c index a7c6dc2deb9..1af66fa090b 100644 --- a/source/blender/blenkernel/intern/paint.c +++ b/source/blender/blenkernel/intern/paint.c @@ -128,8 +128,8 @@ static void palette_blend_read_data(BlendDataReader *reader, ID *id) static void palette_undo_preserve(BlendLibReader *UNUSED(reader), ID *id_new, ID *id_old) { /* Whole Palette is preserved across undo-steps, and it has no extra pointer, simple. */ - /* Note: We do not care about potential internal references to self here, Palette has none. */ - /* Note: We do not swap IDProperties, as dealing with potential ID pointers in those would be + /* NOTE: We do not care about potential internal references to self here, Palette has none. */ + /* NOTE: We do not swap IDProperties, as dealing with potential ID pointers in those would be * fairly delicate. */ BKE_lib_id_swap(NULL, id_new, id_old); SWAP(IDProperty *, id_new->properties, id_old->properties); @@ -2067,7 +2067,7 @@ void BKE_sculpt_ensure_orig_mesh_data(Scene *scene, Object *object) /* If a sculpt session is active, ensure we have its faceset data porperly up-to-date. */ object->sculpt->face_sets = CustomData_get_layer(&mesh->pdata, CD_SCULPT_FACE_SETS); - /* Note: In theory we could add that on the fly when required by sculpt code. + /* NOTE: In theory we could add that on the fly when required by sculpt code. * But this then requires proper update of depsgraph etc. For now we play safe, optimization is * always possible later if it's worth it. */ BKE_sculpt_mask_layers_ensure(object, mmd); |