Depsgraph: Cleanup, remove unused function
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17395b6b08
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@ -73,11 +73,6 @@ void DEG_graph_relations_update(struct Depsgraph *graph,
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/* Tag all relations in the database for update.*/
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void DEG_relations_tag_update(struct Main *bmain);
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/* Create new graph if didn't exist yet,
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* or update relations if graph was tagged for update.
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*/
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void DEG_scene_relations_update(struct Main *bmain, struct Scene *scene);
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/* Add Dependencies ----------------------------- */
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/* Handle for components to define their dependencies from callbacks.
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@ -282,25 +282,6 @@ void DEG_relations_tag_update(Main *bmain)
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}
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}
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/* Create new graph if didn't exist yet,
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* or update relations if graph was tagged for update.
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*/
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void DEG_scene_relations_update(Main *bmain, Scene *scene)
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{
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if (scene->depsgraph_legacy == NULL) {
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/* Rebuild graph from scratch and exit. */
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scene->depsgraph_legacy = DEG_graph_new();
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DEG_graph_build_from_scene(scene->depsgraph_legacy, bmain, scene);
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/* TODO(sergey): When we first create dependency graph we consider
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* it is first time became visible. This is true for viewports, but
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* will fail when render engines will start having their own graphs.
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*/
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DEG_graph_on_visible_update(bmain, scene->depsgraph_legacy);
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return;
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}
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DEG_graph_relations_update(scene->depsgraph_legacy, bmain, scene);
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}
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void DEG_add_collision_relations(DepsNodeHandle *handle,
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Scene *scene,
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Object *ob,
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