From 4c3ed98ca27667c3403361199096e31eaa93cce2 Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Sun, 25 Nov 2018 09:50:34 -0200 Subject: Local View Bring back per-viewport localview. This is based on Blender 2.79. We have a limit of 16 different local view viewports. We are using both the numpad /, as well as the regular /. Missing features: * Hack to make sure lights are always visible. * Make rendered mode with external engines to support this as well (probably just need to support this in the RNA iterators). * Support over 16 viewports by taking existing viewports out of local view. The code can use a cleanup pass in the future to unify the test to see if an object is visible (or we can use TESTBASE in more places). --- source/blender/editors/transform/transform_snap.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/editors/transform/transform_snap.c') diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c index 22eb817c2b1..c2aacafa589 100644 --- a/source/blender/editors/transform/transform_snap.c +++ b/source/blender/editors/transform/transform_snap.c @@ -994,7 +994,7 @@ static void CalcSnapGeometry(TransInfo *t, float *UNUSED(vec)) uint objects_len = 0; Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs( - t->view_layer, &objects_len); + t->view_layer, t->view, &objects_len); float dist_sq = FLT_MAX; if (ED_uvedit_nearest_uv_multi(t->scene, ima, objects, objects_len, co, &dist_sq, t->tsnap.snapPoint)) { -- cgit v1.2.3