Change frame for animations should not bein the UNDO stack
Request from Hjalti Hjalmarsson for the animation work. Basically a common part of the workflow of animation is to change the pose, scrub back and forth a few times and roll back the changes when unsatisfied. However if you go back and forth too many times the UNDO stack would be full, and it would not be possible to bring back the previous pose. I'm leaving clip_editor change frames as it is for now. But we can probably change the behaviour there as well.
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blender-bot
2023-02-13 12:02:13 +01:00
Referenced by commit 69470e36d6
, Implement grouped undo option for operators
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@ -263,7 +263,7 @@ static void ANIM_OT_change_frame(wmOperatorType *ot)
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ot->poll = change_frame_poll;
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/* flags */
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ot->flag = OPTYPE_BLOCKING | OPTYPE_UNDO | OPTYPE_GRAB_CURSOR;
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ot->flag = OPTYPE_BLOCKING | OPTYPE_GRAB_CURSOR;
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/* rna */
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ot->prop = RNA_def_int(ot->srna, "frame", 0, MINAFRAME, MAXFRAME, "Frame", "", MINAFRAME, MAXFRAME);
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