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Diffstat (limited to 'source/blender/editors/object/object_relations.c')
-rw-r--r--source/blender/editors/object/object_relations.c36
1 files changed, 22 insertions, 14 deletions
diff --git a/source/blender/editors/object/object_relations.c b/source/blender/editors/object/object_relations.c
index 63cacc21d1c..d47b1fc6533 100644
--- a/source/blender/editors/object/object_relations.c
+++ b/source/blender/editors/object/object_relations.c
@@ -739,15 +739,18 @@ bool ED_object_parent_set(ReportList *reports,
/* don't do anything here, since this is not technically "parenting" */
}
else if (ELEM(partype, PAR_CURVE, PAR_LATTICE) || (pararm)) {
- /* partype is now set to PAROBJECT so that invisible 'virtual' modifiers don't need to be created
- * NOTE: the old (2.4x) method was to set ob->partype = PARSKEL, creating the virtual modifiers
+ /* partype is now set to PAROBJECT so that invisible 'virtual'
+ * modifiers don't need to be created.
+ * NOTE: the old (2.4x) method was to set ob->partype = PARSKEL,
+ * creating the virtual modifiers.
*/
ob->partype = PAROBJECT; /* note, dna define, not operator property */
/* ob->partype = PARSKEL; */ /* note, dna define, not operator property */
- /* BUT, to keep the deforms, we need a modifier, and then we need to set the object that it uses
- * - We need to ensure that the modifier we're adding doesn't already exist, so we check this by
- * assuming that the parent is selected too...
+ /* BUT, to keep the deforms, we need a modifier,
+ * and then we need to set the object that it uses
+ * - We need to ensure that the modifier we're adding doesn't already exist,
+ * so we check this by assuming that the parent is selected too.
*/
/* XXX currently this should only happen for meshes, curves, surfaces,
* and lattices - this stuff isn't available for metas yet */
@@ -1682,9 +1685,10 @@ static Collection *single_object_users_collection(Main *bmain,
}
}
- /* Since master collection has already be duplicated as part of scene copy, we do not duplictae it here.
- * However, this means its children need to be re-added manually here, otherwise their parent lists are empty
- * (which will lead to crashes, see T63101). */
+ /* Since master collection has already be duplicated as part of scene copy,
+ * we do not duplictae it here.
+ * However, this means its children need to be re-added manually here,
+ * otherwise their parent lists are empty (which will lead to crashes, see T63101). */
CollectionChild *child_next, *child = collection->children.first;
CollectionChild *orig_child_last = collection->children.last;
for (; child != NULL; child = child_next) {
@@ -1713,9 +1717,10 @@ static void single_object_users(
single_object_users_collection(bmain, scene, master_collection, flag, copy_collections, true);
/* duplicate collections that consist entirely of duplicated objects */
- /* XXX I guess that was designed for calls from 'make single user' operator... But since copy_collection is
- * always false then, was not doing anything. And that kind of behavior should be added at operator level,
- * not in a utility function also used by rather different code... */
+ /* XXX I guess that was designed for calls from 'make single user' operator.
+ * But since copy_collection is always false then, was not doing anything.
+ * And that kind of behavior should be added at operator level,
+ * not in a utility function also used by rather different code. */
#if 0
if (copy_collections) {
Collection *collection, *collectionn;
@@ -1755,7 +1760,8 @@ static void single_object_users(
ID_NEW_REMAP(v3d->camera);
}
- /* Making single user may affect other scenes if they share with current one some collections in their ViewLayer. */
+ /* Making single user may affect other scenes if they share
+ * with current one some collections in their ViewLayer. */
BKE_main_collection_sync(bmain);
}
@@ -2148,7 +2154,8 @@ static void make_local_material_tag(Material *ma)
ma->id.tag &= ~LIB_TAG_PRE_EXISTING;
make_local_animdata_tag(BKE_animdata_from_id(&ma->id));
- /* About nodetrees: root one is made local together with material, others we keep linked for now... */
+ /* About nodetrees: root one is made local together with material,
+ * others we keep linked for now... */
}
}
@@ -2367,7 +2374,8 @@ static int make_override_static_exec(bContext *C, wmOperator *op)
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
- /* Then, we remove (untag) bone shape objects, you shall never want to override those (hopefully)... */
+ /* Then, we remove (untag) bone shape objects, you shall never want to override those
+ * (hopefully)... */
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (collection, ob) {
if (ob->type == OB_ARMATURE && ob->pose != NULL) {
for (bPoseChannel *pchan = ob->pose->chanbase.first; pchan != NULL; pchan = pchan->next) {