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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/editors/space_outliner
parent74f9e98c828c17910405092785633373d4ae88e8 (diff)
2.5
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/editors/space_outliner')
-rw-r--r--source/blender/editors/space_outliner/outliner.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_outliner/outliner.c b/source/blender/editors/space_outliner/outliner.c
index b6c2250f28a..c7f49a31938 100644
--- a/source/blender/editors/space_outliner/outliner.c
+++ b/source/blender/editors/space_outliner/outliner.c
@@ -272,7 +272,7 @@ static void outliner_width(SpaceOops *soops, ListBase *lb, int *w)
{
TreeElement *te= lb->first;
while(te) {
- TreeStoreElem *tselem= TREESTORE(te);
+// TreeStoreElem *tselem= TREESTORE(te);
// XXX fixme... te->xend is not set yet
/*
@@ -908,7 +908,7 @@ static TreeElement *outliner_add_element(SpaceOops *soops, ListBase *lb, void *i
EditBone *ebone;
TreeElement *ten;
- for (ebone = G.edbo.first; ebone; ebone=ebone->next, a++) {
+ for (ebone = arm->edbo->first; ebone; ebone=ebone->next, a++) {
ten= outliner_add_element(soops, &te->subtree, id, te, TSE_EBONE, a);
ten->directdata= ebone;
ten->name= ebone->name;
@@ -3900,7 +3900,7 @@ static void restrictbutton_modifier_cb(bContext *C, void *poin, void *poin2)
Object *ob = (Object *)poin2;
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
- object_handle_update(ob);
+ object_handle_update(scene, ob);
allqueue(REDRAWOOPS, 0);
allqueue(REDRAWVIEW3D, 0);