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author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-05-08 10:45:20 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-05-09 14:27:23 +0300 |
commit | 8342a124c462104c12a98cca0b16e69920316346 (patch) | |
tree | cfcef9e21038d332476ec38abe5cad83eb27face /source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc | |
parent | f877022956df3b55e30c312b20f364fd2657805c (diff) |
DepsGraph: Multi ViewLayer Selection
When using multiple viewlayers and switching between them the selection
gets buggy. The reason for this is that the select_id is updated based
on the index in the viewlayer. This makes the select_id not unique as
objects might be shared or not shared at all.
This fix will update the select_id on all objects in main. This will be triggered in all the selection operators.
Reviewed By: sergey, brecht
Maniphest Tasks: T55617
Differential Revision: https://developer.blender.org/D4824
Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc')
-rw-r--r-- | source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc index 60b711d76d3..b36213d6890 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc +++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc @@ -92,7 +92,6 @@ void DepsgraphNodeBuilder::build_view_layer(Scene *scene, /* Get pointer to a CoW version of scene ID. */ Scene *scene_cow = get_cow_datablock(scene); /* Scene objects. */ - int select_id = 1; /* NOTE: Base is used for function bindings as-is, so need to pass CoW base, * but object is expected to be an original one. Hence we go into some * tricks here iterating over the view layer. */ @@ -108,7 +107,6 @@ void DepsgraphNodeBuilder::build_view_layer(Scene *scene, build_object(base_index, base->object, linked_state, true); ++base_index; } - base->object->select_id = select_id++; } build_layer_collections(&view_layer->layer_collections); if (scene->camera != NULL) { |