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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/mesh/editmesh_path.c
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/mesh/editmesh_path.c')
-rw-r--r--source/blender/editors/mesh/editmesh_path.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/mesh/editmesh_path.c b/source/blender/editors/mesh/editmesh_path.c
index c7f82a36eed..7f47d1b3dcc 100644
--- a/source/blender/editors/mesh/editmesh_path.c
+++ b/source/blender/editors/mesh/editmesh_path.c
@@ -614,7 +614,7 @@ static int edbm_shortest_path_pick_invoke(bContext *C, wmOperator *op, const wmE
{
int base_index = -1;
uint bases_len = 0;
- Base **bases = BKE_view_layer_array_from_bases_in_edit_mode(vc.view_layer, &bases_len);
+ Base **bases = BKE_view_layer_array_from_bases_in_edit_mode(vc.view_layer, vc.v3d, &bases_len);
if (EDBM_unified_findnearest(&vc, bases, bases_len, &base_index, &eve, &eed, &efa)) {
basact = bases[base_index];
ED_view3d_viewcontext_init_object(&vc, basact->object);
@@ -744,7 +744,7 @@ static int edbm_shortest_path_select_exec(bContext *C, wmOperator *op)
ViewLayer *view_layer = CTX_data_view_layer(C);
uint objects_len = 0;
- Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, &objects_len);
+ Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, CTX_wm_view3d(C), &objects_len);
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *obedit = objects[ob_index];
BMEditMesh *em = BKE_editmesh_from_object(obedit);