diff options
Diffstat (limited to 'source/blender/blenkernel/intern/anim_sys.c')
-rw-r--r-- | source/blender/blenkernel/intern/anim_sys.c | 18 |
1 files changed, 15 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/anim_sys.c b/source/blender/blenkernel/intern/anim_sys.c index 13abf18e20c..6d94b42a7ac 100644 --- a/source/blender/blenkernel/intern/anim_sys.c +++ b/source/blender/blenkernel/intern/anim_sys.c @@ -43,12 +43,15 @@ #include "BLI_utildefines.h" #include "DNA_anim_types.h" +#include "DNA_lamp_types.h" #include "DNA_material_types.h" #include "DNA_scene_types.h" #include "DNA_texture_types.h" +#include "DNA_world_types.h" #include "BKE_animsys.h" #include "BKE_action.h" +#include "BKE_depsgraph.h" #include "BKE_fcurve.h" #include "BKE_nla.h" #include "BKE_global.h" @@ -1179,6 +1182,15 @@ static short animsys_write_rna_setting (PointerRNA *ptr, char *path, int array_i RNA_property_update_cache_add(&new_ptr, prop); } #endif + + /* as long as we don't do property update, we still tag datablock + as having been updated. this flag does not cause any updates to + be run, it's for e.g. render engines to synchronize data */ + if(new_ptr.id.data) { + ID *id= new_ptr.id.data; + id->flag |= LIB_ID_RECALC; + DAG_id_type_tag(G.main, GS(id->name)); + } } /* successful */ @@ -2291,7 +2303,7 @@ void BKE_animsys_evaluate_all_animation (Main *main, Scene *scene, float ctime) EVAL_ANIM_NODETREE_IDS(main->tex.first, Tex, ADT_RECALC_ANIM); /* lamps */ - EVAL_ANIM_IDS(main->lamp.first, ADT_RECALC_ANIM); + EVAL_ANIM_NODETREE_IDS(main->lamp.first, Lamp, ADT_RECALC_ANIM); /* materials */ EVAL_ANIM_NODETREE_IDS(main->mat.first, Material, ADT_RECALC_ANIM); @@ -2320,7 +2332,7 @@ void BKE_animsys_evaluate_all_animation (Main *main, Scene *scene, float ctime) /* particles */ EVAL_ANIM_IDS(main->particle.first, ADT_RECALC_ANIM); - /* lamps */ + /* speakers */ EVAL_ANIM_IDS(main->speaker.first, ADT_RECALC_ANIM); /* objects */ @@ -2331,7 +2343,7 @@ void BKE_animsys_evaluate_all_animation (Main *main, Scene *scene, float ctime) EVAL_ANIM_IDS(main->object.first, 0); /* worlds */ - EVAL_ANIM_IDS(main->world.first, ADT_RECALC_ANIM); + EVAL_ANIM_NODETREE_IDS(main->world.first, World, ADT_RECALC_ANIM); /* scenes */ EVAL_ANIM_NODETREE_IDS(main->scene.first, Scene, ADT_RECALC_ANIM); |