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authorJoshua Leung <aligorith@gmail.com>2009-01-18 13:41:45 +0300
committerJoshua Leung <aligorith@gmail.com>2009-01-18 13:41:45 +0300
commit53ae509cc5ad75dca490dea8c632d542285e0058 (patch)
tree3ccf1ca8583c46b67391ceca2b07698c19f28c8c /source/blender/blenkernel/BKE_main.h
parent711d04a4995f16abbbaca0deecadd48fefbbe165 (diff)
2.5 - AnimSys Data management stuff...
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so. * Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use... * Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code). * File writing code should now only write the new data to files
Diffstat (limited to 'source/blender/blenkernel/BKE_main.h')
-rw-r--r--source/blender/blenkernel/BKE_main.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_main.h b/source/blender/blenkernel/BKE_main.h
index 34ecb2bbba1..30cf800a3d8 100644
--- a/source/blender/blenkernel/BKE_main.h
+++ b/source/blender/blenkernel/BKE_main.h
@@ -62,7 +62,7 @@ typedef struct Main {
ListBase latt;
ListBase lamp;
ListBase camera;
- ListBase ipo;
+ ListBase ipo; // XXX depreceated
ListBase key;
ListBase world;
ListBase screen;