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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@@ -223,8 +223,12 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
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vector<uint> used_shaders;
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BL::Object::material_slots_iterator slot;
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for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
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find_shader(slot->material(), used_shaders);
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for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
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if(render_layer.material_override)
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find_shader(render_layer.material_override, used_shaders);
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else
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find_shader(slot->material(), used_shaders);
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}
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if(used_shaders.size() == 0)
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used_shaders.push_back(scene->default_surface);
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