diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-11-22 15:52:39 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2017-11-23 12:48:23 +0300 |
commit | 3abe8b3292cf7a50a9200b95401993384df24d9a (patch) | |
tree | 6c7a853710f1a4264dd1bb4d7b9bf14f44b75f33 /source/blender/editors/space_nla | |
parent | fb7d23bdb2a5c0ed00067045e4acdf6593258b52 (diff) |
Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
Diffstat (limited to 'source/blender/editors/space_nla')
-rw-r--r-- | source/blender/editors/space_nla/nla_channels.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/space_nla/nla_channels.c b/source/blender/editors/space_nla/nla_channels.c index fc8c4b51635..89bf57fdb6c 100644 --- a/source/blender/editors/space_nla/nla_channels.c +++ b/source/blender/editors/space_nla/nla_channels.c @@ -124,7 +124,7 @@ static int mouse_nla_channels(bContext *C, bAnimContext *ac, float x, int channe } case ANIMTYPE_OBJECT: { - SceneLayer *scene_layer = ac->scene_layer; + ViewLayer *view_layer = ac->view_layer; Base *base = (Base *)ale->data; Object *ob = base->object; AnimData *adt = ob->adt; @@ -141,7 +141,7 @@ static int mouse_nla_channels(bContext *C, bAnimContext *ac, float x, int channe else { /* deselect all */ /* TODO: should this deselect all other types of channels too? */ - for (Base *b = scene_layer->object_bases.first; b; b = b->next) { + for (Base *b = view_layer->object_bases.first; b; b = b->next) { ED_object_base_select(b, BA_DESELECT); BKE_scene_object_base_flag_sync_from_base(b); if (b->object->adt) b->object->adt->flag &= ~(ADT_UI_SELECTED | ADT_UI_ACTIVE); |