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authorDalai Felinto <dfelinto@gmail.com>2018-11-25 14:50:34 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-11-25 14:50:34 +0300
commit4c3ed98ca27667c3403361199096e31eaa93cce2 (patch)
tree653c568d9d0547f7ac4beb847a590912d97102c0 /source/blender/editors/include/ED_object.h
parente60c49ecf06815039137c98f86a7198d6ee81e14 (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/include/ED_object.h')
-rw-r--r--source/blender/editors/include/ED_object.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/editors/include/ED_object.h b/source/blender/editors/include/ED_object.h
index 1101c966118..a6be1c833eb 100644
--- a/source/blender/editors/include/ED_object.h
+++ b/source/blender/editors/include/ED_object.h
@@ -46,6 +46,7 @@ struct ShaderFxData;
struct Object;
struct ReportList;
struct Scene;
+struct View3D;
struct ViewLayer;
struct bConstraint;
struct bContext;
@@ -111,8 +112,8 @@ void ED_object_parent_clear(struct Object *ob, const int type);
void ED_object_base_select(struct Base *base, eObjectSelect_Mode mode);
void ED_object_base_activate(struct bContext *C, struct Base *base);
void ED_object_base_free_and_unlink(struct Main *bmain, struct Scene *scene, struct Object *ob);
-bool ED_object_base_deselect_all_ex(struct ViewLayer *view_layer, int action, bool *r_any_visible);
-bool ED_object_base_deselect_all(struct ViewLayer *view_layer, int action);
+bool ED_object_base_deselect_all_ex(struct ViewLayer *view_layer, struct View3D *v3d, int action, bool *r_any_visible);
+bool ED_object_base_deselect_all(struct ViewLayer *view_layer, struct View3D *v3d, int action);
/* single object duplicate, if (dupflag == 0), fully linked, else it uses the flags given */
struct Base *ED_object_add_duplicate(struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer, struct Base *base, int dupflag);