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authorSergey Sharybin <sergey.vfx@gmail.com>2018-05-04 16:21:42 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-05-04 16:21:42 +0300
commit554fb0e7e0d815053defa0b0ba63869b13cf48a4 (patch)
treed620beede110681297bfa624292196e1591f0c14 /source/blender
parent844a17a3d9d2ec06912f505e8a1282f278a7ea8d (diff)
parentaa0380a6a53033a23b589cbb21708855b8523f49 (diff)
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/BKE_action.h2
-rw-r--r--source/blender/blenkernel/intern/action.c4
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h
index 72a8ffd7a26..8ec75bda538 100644
--- a/source/blender/blenkernel/BKE_action.h
+++ b/source/blender/blenkernel/BKE_action.h
@@ -183,7 +183,7 @@ bool BKE_pose_channel_in_IK_chain(struct Object *ob, struct bPoseChannel *pchan)
/* clears BONE_UNKEYED flags for frame changing */
// XXX to be deprecated for a more general solution in animsys...
-void framechange_poses_clear_unkeyed(void);
+void framechange_poses_clear_unkeyed(struct Main *bmain);
/* Bone Groups API --------------------- */
diff --git a/source/blender/blenkernel/intern/action.c b/source/blender/blenkernel/intern/action.c
index 7cceec2c08f..dd3e8c0afdb 100644
--- a/source/blender/blenkernel/intern/action.c
+++ b/source/blender/blenkernel/intern/action.c
@@ -982,7 +982,7 @@ void BKE_pose_tag_update_constraint_flags(bPose *pose)
* This should only be called on frame changing, when it is acceptable to
* do this. Otherwise, these flags should not get cleared as poses may get lost.
*/
-void framechange_poses_clear_unkeyed(void)
+void framechange_poses_clear_unkeyed(Main *bmain)
{
Object *ob;
bPose *pose;
@@ -990,7 +990,7 @@ void framechange_poses_clear_unkeyed(void)
/* This needs to be done for each object that has a pose */
/* TODO: proxies may/may not be correctly handled here... (this needs checking) */
- for (ob = G.main->object.first; ob; ob = ob->id.next) {
+ for (ob = bmain->object.first; ob; ob = ob->id.next) {
/* we only need to do this on objects with a pose */
if ((pose = ob->pose)) {
for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {