diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-11-25 14:50:34 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2018-11-25 14:50:34 +0300 |
commit | 4c3ed98ca27667c3403361199096e31eaa93cce2 (patch) | |
tree | 653c568d9d0547f7ac4beb847a590912d97102c0 /source/blender/editors/armature/pose_utils.c | |
parent | e60c49ecf06815039137c98f86a7198d6ee81e14 (diff) |
Local View
Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
Diffstat (limited to 'source/blender/editors/armature/pose_utils.c')
-rw-r--r-- | source/blender/editors/armature/pose_utils.c | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/editors/armature/pose_utils.c b/source/blender/editors/armature/pose_utils.c index b891a181cfc..dc4b969371d 100644 --- a/source/blender/editors/armature/pose_utils.c +++ b/source/blender/editors/armature/pose_utils.c @@ -287,9 +287,10 @@ void poseAnim_mapping_reset(ListBase *pfLinks) void poseAnim_mapping_autoKeyframe(bContext *C, Scene *scene, ListBase *pfLinks, float cframe) { ViewLayer *view_layer = CTX_data_view_layer(C); + View3D *v3d = CTX_wm_view3d(C); bool skip = true; - FOREACH_OBJECT_IN_MODE_BEGIN(view_layer, OB_MODE_POSE, ob) { + FOREACH_OBJECT_IN_MODE_BEGIN(view_layer, v3d, OB_MODE_POSE, ob) { ob->id.tag &= ~LIB_TAG_DOIT; ob = poseAnim_object_get(ob); @@ -341,7 +342,7 @@ void poseAnim_mapping_autoKeyframe(bContext *C, Scene *scene, ListBase *pfLinks, * - only do this if keyframes should have been added * - do not calculate unless there are paths already to update... */ - FOREACH_OBJECT_IN_MODE_BEGIN(view_layer, OB_MODE_POSE, ob) { + FOREACH_OBJECT_IN_MODE_BEGIN(view_layer, v3d, OB_MODE_POSE, ob) { if (ob->id.tag & LIB_TAG_DOIT) { if (ob->pose->avs.path_bakeflag & MOTIONPATH_BAKE_HAS_PATHS) { //ED_pose_clear_paths(C, ob); // XXX for now, don't need to clear |