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.
This commit is contained in:
Dalai Felinto 2016-11-01 22:09:42 +01:00
parent 4e95a9069e
commit 13ee9b8ebe
Notes: blender-bot 2023-02-13 12:02:13 +01:00
Referenced by commit 69470e36d6, Implement grouped undo option for operators
1 changed files with 1 additions and 1 deletions

View File

@ -263,7 +263,7 @@ static void ANIM_OT_change_frame(wmOperatorType *ot)
ot->poll = change_frame_poll;
/* flags */
ot->flag = OPTYPE_BLOCKING | OPTYPE_UNDO | OPTYPE_GRAB_CURSOR;
ot->flag = OPTYPE_BLOCKING | OPTYPE_GRAB_CURSOR;
/* rna */
ot->prop = RNA_def_int(ot->srna, "frame", 0, MINAFRAME, MAXFRAME, "Frame", "", MINAFRAME, MAXFRAME);