Adding ANIM_validate_keyingset to stubs.c so the Blenderplayer builds again.
authorMitchell Stokes <mogurijin@gmail.com>
Tue, 16 Aug 2011 22:14:55 +0000 (22:14 +0000)
committerMitchell Stokes <mogurijin@gmail.com>
Tue, 16 Aug 2011 22:14:55 +0000 (22:14 +0000)
source/blenderplayer/bad_level_call_stubs/stubs.c

index 45e0f5267082f350d728b103017d7fdf91c18d0b..fdf45293e9a8077bb1d492f2f387bebddd596b49 100644 (file)
@@ -229,6 +229,7 @@ int ANIM_scene_get_keyingset_index(struct Scene *scene, struct KeyingSet *ks){re
 struct ListBase builtin_keyingsets;
 void ANIM_keyingset_info_register (struct KeyingSetInfo *ksi){}
 void ANIM_keyingset_info_unregister (const struct bContext *C, struct KeyingSetInfo *ksi){}
+short ANIM_validate_keyingset (struct bContext *C, struct ListBase *dsources, struct KeyingSet *ks){return 0;}
 short ANIM_add_driver(struct ID *id, const char rna_path[], int array_index, short flag, int type){return 0;}
 short ANIM_remove_driver (struct ID *id, const char rna_path[], int array_index, short flag){return 0;}
 void ED_space_image_release_buffer(struct SpaceImage *sima, void *lock){}