Cleanup: Remove unused lay_updated

Is no longer used, having it around was more of a confusion than
anything else.
This commit is contained in:
Sergey Sharybin 2018-09-03 12:17:55 +02:00
parent 73a474dd8b
commit 296a1afc0c
3 changed files with 1 additions and 15 deletions

View File

@ -6244,7 +6244,6 @@ static void direct_link_scene(FileData *fd, Scene *sce)
sce->depsgraph_hash = NULL;
sce->fps_info = NULL;
sce->customdata_mask_modal = 0;
sce->lay_updated = 0;
BKE_sound_create_scene(sce);

View File

@ -734,24 +734,11 @@ static void render_endjob(void *rjv)
/* Finally unlock the user interface (if it was locked). */
if (rj->interface_locked) {
Scene *scene;
/* Interface was locked, so window manager couldn't have been changed
* and using one from Global will unlock exactly the same manager as
* was locked before running the job.
*/
WM_set_locked_interface(G_MAIN->wm.first, false);
/* We've freed all the derived caches before rendering, which is
* effectively the same as if we re-loaded the file.
*
* So let's not try being smart here and just reset all updated
* scene layers and use generic DAG_on_visible_update.
*/
for (scene = G_MAIN->scene.first; scene; scene = scene->id.next) {
scene->lay_updated = 0;
}
DEG_on_visible_update(G_MAIN, false);
}
}

View File

@ -1490,7 +1490,7 @@ typedef struct Scene {
unsigned int lay; /* bitflags for layer visibility */
int layact; /* active layer */
unsigned int lay_updated; /* runtime flag, has layer ever been updated since load? */
unsigned int pad1;
short flag; /* various settings */