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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/makesdna/DNA_node_types.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/makesdna/DNA_node_types.h')
-rw-r--r--source/blender/makesdna/DNA_node_types.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 49711963870..6c8ce968ac2 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -39,6 +39,7 @@ struct SpaceNode;
struct bNodeLink;
struct bNodeType;
struct bNodeGroup;
+struct AnimData;
#define NODE_MAXSTR 32
@@ -162,6 +163,7 @@ typedef struct bNodeLink {
/* only re-usable node trees are in the library though, materials and textures allocate own tree struct */
typedef struct bNodeTree {
ID id;
+ struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
ListBase nodes, links;