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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/intern/world.c
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/intern/world.c')
-rw-r--r--source/blender/blenkernel/intern/world.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/world.c b/source/blender/blenkernel/intern/world.c
index bd747bc1b61..7278460c61c 100644
--- a/source/blender/blenkernel/intern/world.c
+++ b/source/blender/blenkernel/intern/world.c
@@ -48,6 +48,7 @@
#include "BKE_utildefines.h"
#include "BKE_library.h"
+#include "BKE_animsys.h"
#include "BKE_world.h"
#include "BKE_global.h"
#include "BKE_main.h"
@@ -76,9 +77,7 @@ void free_world(World *wrld)
}
BKE_previewimg_free(&wrld->preview);
-#if 0 // XXX old animation system
- wrld->ipo= 0;
-#endif // XXX old animation system
+ BKE_free_animdata((ID *)wrld);
BKE_icon_delete((struct ID*)wrld);
wrld->id.icon_id = 0;