Generated new code and added initial data handling
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@@ -155,6 +155,78 @@ namespace BlendFile.DNA {
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public float max_internal_compression;
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[DNAFieldAttribute(69, "char", "_pad0[4]", 1)]
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public char[] _pad0 = new System.Char[4];
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public ClothSimSettings() {
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this.ptr_cache = default;
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this.mingoal = default;
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this.Cdis = default;
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this.Cvi = default;
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this.gravity = default;
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this.dt = default;
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this.mass = default;
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this.structural = default;
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this.shear = default;
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this.bending = default;
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this.max_bend = default;
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this.max_struct = default;
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this.max_shear = default;
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this.max_sewing = default;
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this.avg_spring_len = default;
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this.timescale = default;
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this.time_scale = default;
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this.maxgoal = default;
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this.eff_force_scale = default;
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this.eff_wind_scale = default;
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this.sim_time_old = default;
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this.defgoal = default;
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this.goalspring = default;
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this.goalfrict = default;
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this.velocity_smooth = default;
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this.density_target = default;
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this.density_strength = default;
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this.collider_friction = default;
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this.vel_damping = default;
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this.shrink_min = default;
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this.shrink_max = default;
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this.uniform_pressure_force = default;
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this.target_volume = default;
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this.pressure_factor = default;
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this.fluid_density = default;
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this.vgroup_pressure = default;
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this._pad7 = default;
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this.bending_damping = default;
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this.voxel_cell_size = default;
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this.stepsPerFrame = default;
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this.flags = default;
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this.preroll = default;
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this.maxspringlen = default;
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this.solver_type = default;
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this.vgroup_bend = default;
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this.vgroup_mass = default;
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this.vgroup_struct = default;
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this.vgroup_shrink = default;
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this.shapekey_rest = default;
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this.presets = default;
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this.reset = default;
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this.ptr_effector_weights = default;
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this.bending_model = default;
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this.vgroup_shear = default;
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this.tension = default;
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this.compression = default;
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this.max_tension = default;
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this.max_compression = default;
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this.tension_damp = default;
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this.compression_damp = default;
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this.shear_damp = default;
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this.internal_spring_max_length = default;
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this.internal_spring_max_diversion = default;
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this.vgroup_intern = default;
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this._pad1 = default;
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this.internal_tension = default;
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this.internal_compression = default;
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this.max_internal_tension = default;
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this.max_internal_compression = default;
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this._pad0 = default;
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}
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public ClothSimSettings(
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LinkNode ptr_cache,
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float mingoal,
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