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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/transform/transform.c
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/transform/transform.c')
-rw-r--r--source/blender/editors/transform/transform.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c
index 5d10a07231b..6f9b34d610c 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -792,7 +792,7 @@ void transformEvent(TransInfo *t, wmEvent *event)
break;
case OKEY:
if (t->flag & T_PROP_EDIT && event->keymodifier == KM_SHIFT) {
- G.scene->prop_mode = (G.scene->prop_mode+1)%6;
+ t->scene->prop_mode = (t->scene->prop_mode+1)%6;
calculatePropRatio(t);
t->redraw= 1;
}
@@ -2081,7 +2081,7 @@ static void ElementResize(TransInfo *t, TransData *td, float mat[3][3]) {
}
else if (t->flag & T_EDIT) {
- if(t->around==V3D_LOCAL && (G.scene->selectmode & SCE_SELECT_FACE)) {
+ if(t->around==V3D_LOCAL && (t->scene->selectmode & SCE_SELECT_FACE)) {
VECCOPY(center, td->center);
}
else {
@@ -2381,7 +2381,7 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3], short
}
else {
/* !TODO! Make this if not rely on G */
- if(around==V3D_LOCAL && (G.scene->selectmode & SCE_SELECT_FACE)) {
+ if(around==V3D_LOCAL && (t->scene->selectmode & SCE_SELECT_FACE)) {
center = td->center;
}
}
@@ -2831,7 +2831,7 @@ static void headerTranslation(TransInfo *t, float vec[3], char *str) {
sprintf(distvec, "%.4f", dist);
if(t->flag & T_AUTOIK) {
- short chainlen= G.scene->toolsettings->autoik_chainlen;
+ short chainlen= t->scene->toolsettings->autoik_chainlen;
if(chainlen)
sprintf(autoik, "AutoIK-Len: %d", chainlen);
@@ -3997,7 +3997,7 @@ int Align(TransInfo *t, short mval[2])
VECCOPY(t->center, td->center);
}
else {
- if(G.scene->selectmode & SCE_SELECT_FACE) {
+ if(t->scene->selectmode & SCE_SELECT_FACE) {
VECCOPY(t->center, td->center);
}
}