diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /source/blender/blenkernel/intern/library_query.c | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (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.c | 39 |
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 |