diff options
Diffstat (limited to 'source/blender/blenkernel/intern/anim_sys.c')
-rw-r--r-- | source/blender/blenkernel/intern/anim_sys.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/anim_sys.c b/source/blender/blenkernel/intern/anim_sys.c index ec92685b594..ea353fc9073 100644 --- a/source/blender/blenkernel/intern/anim_sys.c +++ b/source/blender/blenkernel/intern/anim_sys.c @@ -1176,7 +1176,7 @@ static short animsys_write_rna_setting (PointerRNA *ptr, char *path, int array_i if (RNA_property_update_check(prop)) { short skip_updates_hack = 0; - /* optimisation hacks: skip property updates for those properties + /* optimization hacks: skip property updates for those properties * for we know that which the updates in RNA were really just for * flushing property editing via UI/Py */ @@ -1676,7 +1676,7 @@ static void nlaevalchan_buffers_accumulate (ListBase *channels, ListBase *tmp_bu { NlaEvalChannel *nec, *necn, *necd; - /* optimise - abort if no channels */ + /* optimize - abort if no channels */ if (tmp_buffer->first == NULL) return; @@ -2288,13 +2288,13 @@ void BKE_animsys_evaluate_all_animation (Main *main, Scene *scene, float ctime) } \ } - /* optimisation: + /* optimization: * when there are no actions, don't go over database and loop over heaps of datablocks, * which should ultimately be empty, since it is not possible for now to have any animation * without some actions, and drivers wouldn't get affected by any state changes * * however, if there are some curves, we will need to make sure that their 'ctime' property gets - * set correctly, so this optimisation must be skipped in that case... + * set correctly, so this optimization must be skipped in that case... */ if ((main->action.first == NULL) && (main->curve.first == NULL)) { if (G.f & G_DEBUG) @@ -2347,7 +2347,7 @@ void BKE_animsys_evaluate_all_animation (Main *main, Scene *scene, float ctime) /* objects */ /* ADT_RECALC_ANIM doesn't need to be supplied here, since object AnimData gets - * this tagged by Depsgraph on framechange. This optimisation means that objects + * this tagged by Depsgraph on framechange. This optimization means that objects * linked from other (not-visible) scenes will not need their data calculated. */ EVAL_ANIM_IDS(main->object.first, 0); |