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authorDalai Felinto <dfelinto@gmail.com>2017-11-22 15:52:39 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-23 12:48:23 +0300
commit3abe8b3292cf7a50a9200b95401993384df24d9a (patch)
tree6c7a853710f1a4264dd1bb4d7b9bf14f44b75f33 /source/blender/editors/animation/anim_channels_edit.c
parentfb7d23bdb2a5c0ed00067045e4acdf6593258b52 (diff)
Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
Diffstat (limited to 'source/blender/editors/animation/anim_channels_edit.c')
-rw-r--r--source/blender/editors/animation/anim_channels_edit.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/animation/anim_channels_edit.c b/source/blender/editors/animation/anim_channels_edit.c
index 80a388408a5..0db465e583b 100644
--- a/source/blender/editors/animation/anim_channels_edit.c
+++ b/source/blender/editors/animation/anim_channels_edit.c
@@ -2684,7 +2684,7 @@ static int mouse_anim_channels(bContext *C, bAnimContext *ac, int channel_index,
{
bDopeSheet *ads = (bDopeSheet *)ac->data;
Scene *sce = (Scene *)ads->source;
- SceneLayer *scene_layer = ac->scene_layer;
+ ViewLayer *view_layer = ac->view_layer;
Base *base = (Base *)ale->data;
Object *ob = base->object;
AnimData *adt = ob->adt;
@@ -2703,7 +2703,7 @@ static int mouse_anim_channels(bContext *C, bAnimContext *ac, int channel_index,
/* deselect all */
/* TODO: should this deselect all other types of channels too? */
- for (b = scene_layer->object_bases.first; b; b = b->next) {
+ for (b = view_layer->object_bases.first; b; b = b->next) {
ED_object_base_select(b, BA_DESELECT);
BKE_scene_object_base_flag_sync_from_base(b);
if (b->object->adt) b->object->adt->flag &= ~(ADT_UI_SELECTED | ADT_UI_ACTIVE);