Regenerated all the files
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@@ -11,22 +11,38 @@ using System;
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namespace BlendFile.DNA {
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using BlendFile;
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public class SceneRenderLayer {
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[DNAFieldAttribute(0, "SceneRenderLayer", "*next", 192)]
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public SceneRenderLayer ptr_next;
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[DNAFieldAttribute(1, "SceneRenderLayer", "*prev", 192)]
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public SceneRenderLayer ptr_prev;
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[DNAFieldAttribute(2, "char", "name[64]", 1)]
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public char[] name = new System.Char[64];
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[DNAFieldAttribute(3, "Material", "*mat_override", 392)]
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public Material ptr_mat_override;
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[DNAFieldAttribute(4, "World", "*world_override", 400)]
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public World ptr_world_override;
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[DNAFieldAttribute(5, "int", "lay", 4)]
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public int lay;
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[DNAFieldAttribute(6, "int", "lay_zmask", 4)]
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public int lay_zmask;
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[DNAFieldAttribute(7, "int", "lay_exclude", 4)]
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public int lay_exclude;
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[DNAFieldAttribute(8, "int", "layflag", 4)]
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public int layflag;
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[DNAFieldAttribute(9, "int", "passflag", 4)]
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public int passflag;
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[DNAFieldAttribute(10, "int", "pass_xor", 4)]
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public int pass_xor;
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[DNAFieldAttribute(11, "int", "samples", 4)]
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public int samples;
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[DNAFieldAttribute(12, "float", "pass_alpha_threshold", 4)]
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public float pass_alpha_threshold;
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[DNAFieldAttribute(13, "IDProperty", "*prop", 136)]
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public IDProperty ptr_prop;
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[DNAFieldAttribute(14, "FreestyleConfig", "freestyleConfig", 56)]
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public FreestyleConfig freestyleConfig;
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public SceneRenderLayer(SceneRenderLayer ptr_next, SceneRenderLayer ptr_prev, char[] name, Material ptr_mat_override, World ptr_world_override, int lay, int lay_zmask, int lay_exclude, int layflag, int passflag, int pass_xor, int samples, float pass_alpha_threshold, IDProperty ptr_prop, FreestyleConfig freestyleConfig) {
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this.ptr_next = ptr_next;
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