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authorSergey Sharybin <sergey.vfx@gmail.com>2017-11-09 13:20:17 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-11-09 13:20:17 +0300
commitd325e6f0e845d710abe4847a57be8e30920911a9 (patch)
tree13138d409459bbe7e223833a8f6a5000437585e6 /source/blender/editors/include/ED_screen.h
parentc99481b6320a77e4793c812403f7d37dfc2d5ced (diff)
Depsgraph: Make dependency graph to be built from scene layer
This is a final step of having proper ownership. Now selecting different layers in the "top bar" will actually do what this is expected to do. Surely, there are still things to be done under the hood, that will happen in a less intrusive way.
Diffstat (limited to 'source/blender/editors/include/ED_screen.h')
-rw-r--r--source/blender/editors/include/ED_screen.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_screen.h b/source/blender/editors/include/ED_screen.h
index f7219ce6846..51f1f38a9e9 100644
--- a/source/blender/editors/include/ED_screen.h
+++ b/source/blender/editors/include/ED_screen.h
@@ -168,7 +168,7 @@ bool ED_workspace_layout_cycle(
struct bContext *C) ATTR_NONNULL();
/* anim */
-void ED_update_for_newframe(struct Main *bmain, struct Scene *scene, struct Depsgraph *depsgraph);
+void ED_update_for_newframe(struct Main *bmain, struct Scene *scene, struct SceneLayer *scene_layer, struct Depsgraph *depsgraph);
void ED_refresh_viewport_fps(struct bContext *C);
int ED_screen_animation_play(struct bContext *C, int sync, int mode);