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authorJoshua Leung <aligorith@gmail.com>2011-06-21 05:41:39 +0400
committerJoshua Leung <aligorith@gmail.com>2011-06-21 05:41:39 +0400
commit3cad2a72b5d7e0dc18c56222a77fdf2d747f460c (patch)
tree3c2407aae4fa60583d70b12d16b401bc3f381d04 /source/blender/editors/space_nla
parent207911bdb3e5ba3e110cc7107186af988d2d10e8 (diff)
Animation Channel Filtering Refactor - Part 1
* Removed list-expanders for Materials, Textures, and Particles. So instead of: Object Materials Material 1 ... material 1 anim data ... we now have Object Material 1 ... material 1 anim data ... This makes it faster+easier to get to these items. If you don't want to see all of these, you can still use the data-block filters from the header to hide these. * Internal cleanup - removed "owner" and "ownertype" settings from bAnimListElem. The purpose of these was muddled, and more of a hassle to maintain than doing anything useful - it was only really used for the stuff above. * Removed need for "sa->spacedata.first" casts all over the show for animation editor tools which needed access to editor data. This can now be retrieved directly.
Diffstat (limited to 'source/blender/editors/space_nla')
-rw-r--r--source/blender/editors/space_nla/nla_draw.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index e830a421a59..c4a3a2324b4 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -605,8 +605,8 @@ static void draw_nla_channel_list_gl (bAnimContext *ac, ListBase *anim_data, Vie
indent= 0;
if (ale->id) {
- /* special exception for materials and particles */
- if (ELEM(GS(ale->id->name),ID_MA,ID_PA)) {
+ /* special exception for textures */
+ if (GS(ale->id->name) == ID_TE) {
offset= 21;
indent= 1;
}
@@ -653,8 +653,8 @@ static void draw_nla_channel_list_gl (bAnimContext *ac, ListBase *anim_data, Vie
group = 5;
if (ale->id) {
- /* special exception for materials and particles */
- if (ELEM(GS(ale->id->name),ID_MA,ID_PA)) {
+ /* special exception for textures */
+ if (GS(ale->id->name) == ID_TE) {
offset= 21;
indent= 1;
}