Depsgraph: Remove workaround for infinite recursion in scene update
Was needed for legacy lamp/material drivers.
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@ -1603,11 +1603,6 @@ void BKE_scene_graph_update_tagged(EvaluationContext *eval_ctx,
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prepare_mesh_for_viewport_render(bmain, scene);
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/* Flush recalc flags to dependencies. */
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DEG_graph_flush_update(bmain, depsgraph);
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/* Clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later
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* when trying to find materials with drivers that need evaluating [#32017].
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*/
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BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false);
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BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false);
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/* Update all objects: drivers, matrices, displists, etc. flags set
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* by depgraph or manual, no layer check here, gets correct flushed.
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*/
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@ -1651,11 +1646,6 @@ void BKE_scene_graph_update_for_newframe(EvaluationContext *eval_ctx,
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#ifdef POSE_ANIMATION_WORKAROUND
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scene_armature_depsgraph_workaround(bmain);
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#endif
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/* Clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later
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* when trying to find materials with drivers that need evaluating [#32017].
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*/
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BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false);
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BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false);
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/* Update all objects: drivers, matrices, displists, etc. flags set
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* by depgraph or manual, no layer check here, gets correct flushed.
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*/
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