base: scene root cleanup
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@@ -604,7 +604,6 @@ extern i32 _scene_uid_counter;
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extern i32 _scene_uid;
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extern scene_t *_scene_raw;
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extern object_t *_scene_root;
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extern object_t *_scene_scene_parent;
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extern i32 _scene_objects_traversed;
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extern i32 _scene_objects_count;
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@@ -617,7 +616,7 @@ object_t *scene_get_child(char *name);
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mesh_object_t *scene_add_mesh_object(mesh_data_t *data, material_data_t *material, object_t *parent);
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camera_object_t *scene_add_camera_object(camera_data_t *data, object_t *parent);
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void scene_traverse_objects(scene_t *format, object_t *parent, any_array_t *objects);
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object_t *scene_add_scene(char *scene_name, object_t *parent);
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void scene_add_scene(char *scene_name);
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i32 scene_get_objects_count(any_array_t *objects);
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object_t *_scene_spawn_object_tree(obj_t *obj, object_t *parent, bool spawn_children);
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object_t *scene_spawn_object(char *name, object_t *parent, bool spawn_children);
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