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
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@@ -52,6 +52,7 @@
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#include "DNA_scene_types.h"
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#include "DNA_vfont_types.h"
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#include "BKE_animsys.h"
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#include "BKE_anim.h"
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#include "BKE_curve.h"
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#include "BKE_displist.h"
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@@ -83,10 +84,6 @@ void unlink_curve(Curve *cu)
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cu->vfont= 0;
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if(cu->key) cu->key->id.us--;
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cu->key= 0;
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#if 0 // XXX old animation system
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if(cu->ipo) cu->ipo->id.us--;
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cu->ipo= 0;
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#endif // XXX old animation system
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}
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@@ -105,6 +102,7 @@ void free_curve(Curve *cu)
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}
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unlink_curve(cu);
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BKE_free_animdata((ID *)cu);
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if(cu->mat) MEM_freeN(cu->mat);
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if(cu->str) MEM_freeN(cu->str);
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