diff options
Diffstat (limited to 'source/blender/blenkernel/intern/library.c')
-rw-r--r-- | source/blender/blenkernel/intern/library.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/blenkernel/intern/library.c b/source/blender/blenkernel/intern/library.c index af76425c3c7..2db67939d42 100644 --- a/source/blender/blenkernel/intern/library.c +++ b/source/blender/blenkernel/intern/library.c @@ -1005,7 +1005,7 @@ void BKE_main_lib_objects_recalc_all(Main *bmain) Object *ob; /* flag for full recalc */ - for (ob = bmain->object.first; ob; ob = ob->id.next) { + for (ob = bmain->objects.first; ob; ob = ob->id.next) { if (ID_IS_LINKED(ob)) { DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION); } @@ -1308,7 +1308,7 @@ void BKE_libblock_copy_ex(Main *bmain, const ID *id, ID **r_newid, const int fla /* Grrrrrrrrr... Not adding 'root' nodetrees to bmain.... grrrrrrrrrrrrrrrrrrrr! */ /* This is taken from original ntree copy code, might be weak actually? */ const bool use_nodetree_alloc_exception = ((GS(id->name) == ID_NT) && (bmain != NULL) && - (BLI_findindex(&bmain->nodetree, id) < 0)); + (BLI_findindex(&bmain->nodetrees, id) < 0)); BLI_assert((flag & LIB_ID_CREATE_NO_MAIN) != 0 || bmain != NULL); BLI_assert((flag & LIB_ID_CREATE_NO_MAIN) != 0 || (flag & LIB_ID_CREATE_NO_ALLOCATE) == 0); @@ -1970,14 +1970,14 @@ void BKE_library_make_local( * and evaluation code ends up trying to evaluate a not-yet-updated armature object's deformations. * Try "make all local" in 04_01_H.lighting.blend from Agent327 without this, e.g. */ /* Also, use this object loop to we handle rigid body resetting. */ - for (Object *ob = bmain->object.first; ob; ob = ob->id.next) { + for (Object *ob = bmain->objects.first; ob; ob = ob->id.next) { if (ob->data != NULL && ob->type == OB_ARMATURE && ob->pose != NULL && ob->pose->flag & POSE_RECALC) { BKE_pose_rebuild(bmain, ob, ob->data, true); } /* If there was ever any rigidbody settings in the object, we reset it. */ if (ob->rigidbody_object) { - for (Scene *scene_iter = bmain->scene.first; scene_iter; scene_iter = scene_iter->id.next) { + for (Scene *scene_iter = bmain->scenes.first; scene_iter; scene_iter = scene_iter->id.next) { if (scene_iter->rigidbody_world) { BKE_rigidbody_remove_object(bmain, scene_iter, ob); } |