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author | Campbell Barton <ideasman42@gmail.com> | 2021-06-24 08:56:58 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-06-24 08:59:34 +0300 |
commit | 4b9ff3cd42be427e478743648e9951bf8c189a04 (patch) | |
tree | b0cb1462a8fdae38df4a0a1067349f3118d56a43 /source/blender/editors/object/object_edit.c | |
parent | 2e99a74df9ecfa18c4081cdcc82227e2e24f14b1 (diff) |
Cleanup: comment blocks, trailing space in comments
Diffstat (limited to 'source/blender/editors/object/object_edit.c')
-rw-r--r-- | source/blender/editors/object/object_edit.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/object/object_edit.c b/source/blender/editors/object/object_edit.c index c8923bb55c1..9c2a4fb1880 100644 --- a/source/blender/editors/object/object_edit.c +++ b/source/blender/editors/object/object_edit.c @@ -1152,7 +1152,7 @@ void ED_objects_recalculate_paths(bContext *C, Scene *scene, eObjectPathCalcRang Depsgraph *depsgraph; bool free_depsgraph = false; /* For a single frame update it's faster to re-use existing dependency graph and avoid overhead - * of building all the relations and so on for a temporary one. */ + * of building all the relations and so on for a temporary one. */ if (range == OBJECT_PATH_CALC_RANGE_CURRENT_FRAME) { /* NOTE: Dependency graph will be evaluated at all the frames, but we first need to access some * nested pointers, like animation data. */ |