Cycles:
* Fix missing update when editing objects with emission materials. * Fix preview pass rendering set to 1 not showing full resolution. * Fix CUDA runtime compiling failing due to missing cache directory. * Use settings from first render layer for visibility and material override. And a bunch of incomplete and still disabled code mostly related to closure sampling.
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@@ -17,6 +17,7 @@
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*/
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#include "device.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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@@ -83,8 +84,15 @@ void Object::apply_transform()
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void Object::tag_update(Scene *scene)
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{
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if(mesh && mesh->transform_applied)
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mesh->need_update = true;
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if(mesh) {
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if(mesh->transform_applied)
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mesh->need_update = true;
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foreach(uint sindex, mesh->used_shaders)
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if(scene->shaders[sindex]->has_surface_emission)
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scene->light_manager->need_update = true;
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}
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scene->mesh_manager->need_update = true;
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scene->object_manager->need_update = true;
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}
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