Cleanup: spelling
Also remove replace 'playblast' with terminology used in Blender's UI.
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@ -238,7 +238,7 @@ typedef struct SlidePointData {
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bool is_sliding_new_point;
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/* Data needed to restre the state. */
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/* Data needed to restore the state. */
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float vec[3][3];
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char old_h1, old_h2;
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@ -863,7 +863,7 @@ static int slide_point_modal(bContext *C, wmOperator *op, const wmEvent *event)
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if (event->type == data->event_invoke_type && event->val == KM_RELEASE) {
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Scene *scene = CTX_data_scene(C);
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/* dont key sliding feather uw's */
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/* Don't key sliding feather UW's. */
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if ((data->action == SLIDE_ACTION_FEATHER && data->uw) == false) {
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if (IS_AUTOKEY_ON(scene)) {
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ED_mask_layer_shape_auto_key(data->mask_layer, CFRA);
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@ -1053,7 +1053,7 @@ static SlideSplineCurvatureData *slide_spline_curvature_customdata(bContext *C,
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slide_data->bezt_backup = *slide_data->adjust_bezt;
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slide_data->other_bezt_backup = *slide_data->other_bezt;
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/* Let's dont touch other side of the point for now, so set handle to FREE. */
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/* Let's don't touch other side of the point for now, so set handle to FREE. */
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if (u < 0.5f) {
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if (slide_data->adjust_bezt->h2 <= HD_VECT) {
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slide_data->adjust_bezt->h2 = HD_FREE;
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@ -1270,7 +1270,7 @@ static int slide_spline_curvature_modal(bContext *C, wmOperator *op, const wmEve
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case LEFTMOUSE:
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case RIGHTMOUSE:
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if (event->type == slide_data->event_invoke_type && event->val == KM_RELEASE) {
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/* dont key sliding feather uw's */
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/* Don't key sliding feather UW's. */
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if (IS_AUTOKEY_ON(scene)) {
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ED_mask_layer_shape_auto_key(slide_data->mask_layer, CFRA);
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}
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@ -1962,13 +1962,13 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Depsgraph *depsgraph,
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/* XXX(jbakker): `do_color_management` should be controlled by the caller. Currently when doing a
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* viewport render animation and saving to an 8bit file format, color management would be applied
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* twice. Once here, and once when saving the saving to disk. In this case the Save As Render
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* option cannot be controlled either. But when doing an offscreen render you want to do the
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* option cannot be controlled either. But when doing an off-screen render you want to do the
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* color management here.
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*
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* This option was added here to increase the performance when rendering for a playblast. When
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* using workbench the color differences haven't been reported as a bug. But users also use the
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* viewport rendering to render Eevee scenes. In the later situation the saved colors
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* are totally wrong. */
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* This option was added here to increase the performance for quick view-port preview renders.
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* When using workbench the color differences haven't been reported as a bug. But users also use
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* the viewport rendering to render Eevee scenes. In the later situation the saved colors are
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* totally wrong. */
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const bool do_color_management = (ibuf->rect_float == NULL);
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ED_view3d_draw_offscreen(depsgraph,
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scene,
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