2.5 - Fixes for crashes when moving keyframes in F-Curve channels

This commit is contained in:
Joshua Leung 2009-08-02 03:15:24 +00:00
parent 41b72408a9
commit dd2db3703f

@ -271,28 +271,34 @@ static void editmesh_apply_to_mirror(TransInfo *t)
*/
static void animedit_refresh_id_tags (ID *id)
{
AnimData *adt= BKE_animdata_from_id(id);
if (id) {
AnimData *adt= BKE_animdata_from_id(id);
/* tag AnimData for refresh so that other views will update in realtime with these changes */
if (adt)
adt->recalc |= ADT_RECALC_ANIM;
/* tag AnimData for refresh so that other views will update in realtime with these changes */
if (adt)
adt->recalc |= ADT_RECALC_ANIM;
/* if ID-block is Object, set recalc flags */
// TODO: this should probably go through the depsgraph instead... but for now, let's be lazy
switch (GS(id->name)) {
case ID_OB:
{
Object *ob= (Object *)id;
ob->recalc |= OB_RECALC;
/* if ID-block is Object, set recalc flags */
// TODO: this should probably go through the depsgraph instead... but for now, let's be lazy
switch (GS(id->name)) {
case ID_OB:
{
Object *ob= (Object *)id;
ob->recalc |= OB_RECALC;
}
break;
}
break;
}
}
/* for the realtime animation recording feature, handle overlapping data */
static void animrecord_check_state (Scene *scene, ID *id, wmTimer *animtimer)
{
ScreenAnimData *sad= animtimer->customdata;
ScreenAnimData *sad= (animtimer) ? animtimer->customdata : NULL;
/* sanity checks */
if ELEM3(NULL, scene, id, sad)
return;
/* check if we need a new strip if:
* - if animtimer is running
@ -301,7 +307,7 @@ static void animrecord_check_state (Scene *scene, ID *id, wmTimer *animtimer)
*/
if (IS_AUTOKEY_FLAG(INSERTAVAIL)==0 && (scene->toolsettings->autokey_flag & ANIMRECORD_FLAG_WITHNLA)) {
/* if playback has just looped around, we need to add a new NLA track+strip to allow a clean pass to occur */
if (sad->flag & ANIMPLAY_FLAG_JUMPED) {
if ((sad) && (sad->flag & ANIMPLAY_FLAG_JUMPED)) {
AnimData *adt= BKE_animdata_from_id(id);
/* perform push-down manually with some differences
@ -351,7 +357,7 @@ void recalcData(TransInfo *t)
flushTransSeq(t);
}
else if (t->spacetype == SPACE_ACTION) {
Scene *scene;
Scene *scene= t->scene;
bAnimContext ac;
ListBase anim_data = {NULL, NULL};
@ -362,7 +368,7 @@ void recalcData(TransInfo *t)
/* NOTE: sync this with the code in ANIM_animdata_get_context() */
memset(&ac, 0, sizeof(bAnimContext));
scene= ac.scene= t->scene;
ac.scene= t->scene;
ac.obact= OBACT;
ac.sa= t->sa;
ac.ar= t->ar;