static void scene_update_tagged_recursive(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent) { scene->customdata_mask = scene_parent->customdata_mask; /* sets first, we allow per definition current scene to have * dependencies on sets, but not the other way around. */ if (scene->set) scene_update_tagged_recursive(eval_ctx, bmain, scene->set, scene_parent); /* scene objects */ scene_update_objects(eval_ctx, scene, scene_parent); /* scene drivers... */ scene_update_drivers(bmain, scene); /* update sound system animation */ sound_update_scene(scene); /* update masking curves */ BKE_mask_update_scene(bmain, scene); }
static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scene_parent) { Base *base; scene->customdata_mask = scene_parent->customdata_mask; /* sets first, we allow per definition current scene to have * dependencies on sets, but not the other way around. */ if (scene->set) scene_update_tagged_recursive(bmain, scene->set, scene_parent); /* scene objects */ for (base = scene->base.first; base; base = base->next) { Object *ob = base->object; BKE_object_handle_update(scene_parent, ob); if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) group_handle_recalc_and_update(scene_parent, ob, ob->dup_group); /* always update layer, so that animating layers works (joshua july 2010) */ /* XXX commented out, this has depsgraph issues anyway - and this breaks setting scenes * (on scene-set, the base-lay is copied to ob-lay (ton nov 2012) */ // base->lay = ob->lay; } /* scene drivers... */ scene_update_drivers(bmain, scene); /* update sound system animation */ sound_update_scene(scene); /* update masking curves */ BKE_mask_update_scene(bmain, scene, FALSE); }