forked from bartvdbraak/blender
Fix for bug #8919: uv shadow mesh doesn't update without 3d view
open. Made it so that the dependency graph besides the visible layers, also updates the edited object.
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@ -1691,7 +1691,7 @@ static void flush_update_node(DagNode *node, unsigned int layer, int curtime)
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for(itA = node->child; itA; itA= itA->next) {
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all_layer |= itA->lay;
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/* the relationship is visible */
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if(itA->lay & layer) {
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if((itA->lay & layer) || (itA->node->ob == G.obedit)) {
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if(itA->node->type==ID_OB) {
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obc= itA->node->ob;
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oldflag= obc->recalc;
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@ -1722,7 +1722,7 @@ static void flush_update_node(DagNode *node, unsigned int layer, int curtime)
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}
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}
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/* even nicer, we can clear recalc flags... */
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if((all_layer & layer)==0) {
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if((all_layer & layer)==0 && (ob != G.obedit)) {
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/* but existing displaylists or derivedmesh should be freed */
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if(ob->recalc & OB_RECALC_DATA)
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object_free_display(ob);
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@ -1736,7 +1736,7 @@ static void flush_update_node(DagNode *node, unsigned int layer, int curtime)
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/* could merge this in with loop above...? (ton) */
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for(itA = node->child; itA; itA= itA->next) {
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/* the relationship is visible */
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if(itA->lay & layer) {
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if((itA->lay & layer) || (itA->node->ob == G.obedit)) {
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if(itA->node->type==ID_OB) {
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obc= itA->node->ob;
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/* child moves */
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