Animation Channel Filtering Refactor - Part 1
* Removed list-expanders for Materials, Textures, and Particles. So
instead of:
Object
Materials
Material 1
... material 1 anim data ...
we now have
Object
Material 1
... material 1 anim data ...
This makes it faster+easier to get to these items. If you don't want
to see all of these, you can still use the data-block filters from the
header to hide these.
* Internal cleanup - removed "owner" and "ownertype" settings from
bAnimListElem. The purpose of these was muddled, and more of a hassle
to maintain than doing anything useful - it was only really used for
the stuff above.
* Removed need for "sa->spacedata.first" casts all over the show for
animation editor tools which needed access to editor data. This can
now be retrieved directly.
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@@ -248,8 +248,6 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
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break;
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case ANIMTYPE_FILLACTD:
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case ANIMTYPE_FILLMATD:
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case ANIMTYPE_FILLPARTD:
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case ANIMTYPE_DSSKEY:
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case ANIMTYPE_DSWOR:
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{
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