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authorSergey Sharybin <sergey.vfx@gmail.com>2017-11-30 16:52:34 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-11-30 16:52:34 +0300
commit47a4a7c8b7623f0c82be1cf01862ea6f22d7adae (patch)
tree2972334f401bc76ceaa1142b4cc89471586a1305 /source/blender/editors/transform/transform_snap_object.c
parent059b878240a93a022eadce74b387ee737f8f1ab5 (diff)
Transform: Remove some legacy code about snapping in particle edit mode
It looks stupid to first force some flag being set and then have workaround to ignore that flag in snapping code. Let's just not set the flag in the first place. The only useful situation where such snapping was usable is to move roots of disconnected hair, which still works just fine. However, there might be some other hidden corner case where this workaround was needed.
Diffstat (limited to 'source/blender/editors/transform/transform_snap_object.c')
-rw-r--r--source/blender/editors/transform/transform_snap_object.c9
1 files changed, 0 insertions, 9 deletions
diff --git a/source/blender/editors/transform/transform_snap_object.c b/source/blender/editors/transform/transform_snap_object.c
index 737005ccf8b..bf4893c2c52 100644
--- a/source/blender/editors/transform/transform_snap_object.c
+++ b/source/blender/editors/transform/transform_snap_object.c
@@ -156,15 +156,6 @@ static void iter_snap_objects(
void *data)
{
Base *base_act = sctx->scene->basact;
- /* Need an exception for particle edit because the base is flagged with BA_HAS_RECALC_DATA
- * which makes the loop skip it, even the derived mesh will never change
- *
- * To solve that problem, we do it first as an exception.
- * */
- if (base_act && base_act->object && base_act->object->mode & OB_MODE_PARTICLE_EDIT) {
- sob_callback(sctx, false, base_act->object, base_act->object->obmat, data);
- }
-
for (Base *base = sctx->scene->base.first; base != NULL; base = base->next) {
if ((BASE_VISIBLE_BGMODE(sctx->v3d_data.v3d, sctx->scene, base)) &&
(base->flag & (BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA)) == 0 &&