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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/blender/blenkernel/intern/library_query.c
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'source/blender/blenkernel/intern/library_query.c')
-rw-r--r--source/blender/blenkernel/intern/library_query.c39
1 files changed, 1 insertions, 38 deletions
diff --git a/source/blender/blenkernel/intern/library_query.c b/source/blender/blenkernel/intern/library_query.c
index bed2244702f..28e2201ccfa 100644
--- a/source/blender/blenkernel/intern/library_query.c
+++ b/source/blender/blenkernel/intern/library_query.c
@@ -31,13 +31,11 @@
#include "MEM_guardedalloc.h"
-#include "DNA_actuator_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
-#include "DNA_controller_types.h"
#include "DNA_group_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_key_types.h"
@@ -55,7 +53,6 @@
#include "DNA_lightprobe_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
-#include "DNA_sensor_types.h"
#include "DNA_sequence_types.h"
#include "DNA_screen_types.h"
#include "DNA_speaker_types.h"
@@ -84,7 +81,6 @@
#include "BKE_node.h"
#include "BKE_particle.h"
#include "BKE_rigidbody.h"
-#include "BKE_sca.h"
#include "BKE_sequencer.h"
#include "BKE_tracking.h"
#include "BKE_workspace.h"
@@ -219,33 +215,6 @@ static void library_foreach_particlesystemsObjectLooper(
FOREACH_FINALIZE_VOID;
}
-static void library_foreach_sensorsObjectLooper(
- bSensor *UNUSED(sensor), ID **id_pointer, void *user_data, int cb_flag)
-{
- LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
- FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cb_flag);
-
- FOREACH_FINALIZE_VOID;
-}
-
-static void library_foreach_controllersObjectLooper(
- bController *UNUSED(controller), ID **id_pointer, void *user_data, int cb_flag)
-{
- LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
- FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cb_flag);
-
- FOREACH_FINALIZE_VOID;
-}
-
-static void library_foreach_actuatorsObjectLooper(
- bActuator *UNUSED(actuator), ID **id_pointer, void *user_data, int cb_flag)
-{
- LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
- FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cb_flag);
-
- FOREACH_FINALIZE_VOID;
-}
-
static void library_foreach_nla_strip(LibraryForeachIDData *data, NlaStrip *strip)
{
NlaStrip *substrip;
@@ -506,8 +475,6 @@ void BKE_library_foreach_ID_link(Main *bmain, ID *id, LibraryIDLinkCallback call
BKE_rigidbody_world_id_loop(scene->rigidbody_world, library_foreach_rigidbodyworldSceneLooper, &data);
}
- CALLBACK_INVOKE(scene->gm.dome.warptext, IDWALK_CB_NOP);
-
break;
}
@@ -605,10 +572,6 @@ void BKE_library_foreach_ID_link(Main *bmain, ID *id, LibraryIDLinkCallback call
CALLBACK_INVOKE(object->soft->effector_weights->group, IDWALK_CB_NOP);
}
}
-
- BKE_sca_sensors_id_loop(&object->sensors, library_foreach_sensorsObjectLooper, &data);
- BKE_sca_controllers_id_loop(&object->controllers, library_foreach_controllersObjectLooper, &data);
- BKE_sca_actuators_id_loop(&object->actuators, library_foreach_actuatorsObjectLooper, &data);
break;
}
@@ -1084,7 +1047,7 @@ bool BKE_library_id_can_use_idtype(ID *id_owner, const short id_type_used)
#if 0
return ELEM(id_type_used, ID_ME, ID_CU, ID_MB, ID_LT, ID_SPK, ID_AR, ID_LA, ID_CA, /* obdata */
ID_OB, ID_MA, ID_GD, ID_GR, ID_TE, ID_PA, ID_TXT, ID_SO, ID_MC, ID_IM, ID_AC
- /* + constraints, modifiers and game logic ID types... */);
+ /* + constraints and modifiers ... */);
#else
return true;
#endif