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author | Campbell Barton <ideasman42@gmail.com> | 2021-10-03 04:06:06 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-10-03 04:13:29 +0300 |
commit | 74f45ed9c55aaecf6fd90a8076f486ad4302515d (patch) | |
tree | 09d0a8216139d44c80801fc4e1ae9fa655097294 /source/blender/editors/transform/transform_convert_object.c | |
parent | c5c94e3eae74a7023c84cf0906cfa814c39f84dd (diff) |
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/editors/transform/transform_convert_object.c')
-rw-r--r-- | source/blender/editors/transform/transform_convert_object.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/editors/transform/transform_convert_object.c b/source/blender/editors/transform/transform_convert_object.c index bcbac009948..1acd8787f51 100644 --- a/source/blender/editors/transform/transform_convert_object.c +++ b/source/blender/editors/transform/transform_convert_object.c @@ -958,25 +958,25 @@ void special_aftertrans_update__object(bContext *C, TransInfo *t) } BLI_freelistN(&pidlist); - /* pointcache refresh */ + /* Point-cache refresh. */ if (BKE_ptcache_object_reset(t->scene, ob, PTCACHE_RESET_OUTDATED)) { DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY); } - /* Needed for proper updating of "quick cached" dynamics. */ - /* Creates troubles for moving animated objects without */ - /* autokey though, probably needed is an anim sys override? */ - /* Please remove if some other solution is found. -jahka */ + /* Needed for proper updating of "quick cached" dynamics. + * Creates troubles for moving animated objects without + * auto-key though, probably needed is an animation-system override? + * NOTE(@jahka): Please remove if some other solution is found. */ DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM); - /* Set autokey if necessary */ + /* Set auto-key if necessary. */ if (!canceled) { autokeyframe_object(C, t->scene, t->view_layer, ob, t->mode); } motionpath_update |= motionpath_need_update_object(t->scene, ob); - /* restore rigid body transform */ + /* Restore rigid body transform. */ if (ob->rigidbody_object && canceled) { float ctime = BKE_scene_ctime_get(t->scene); if (BKE_rigidbody_check_sim_running(t->scene->rigidbody_world, ctime)) { |