Depsgraph: Remove legacy depsgraph code from viewport
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@@ -95,8 +95,4 @@ if(WITH_MOD_SMOKE)
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add_definitions(-DWITH_SMOKE)
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endif()
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if(WITH_LEGACY_DEPSGRAPH)
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add_definitions(-DWITH_LEGACY_DEPSGRAPH)
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endif()
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blender_add_lib(bf_editor_space_view3d "${SRC}" "${INC}" "${INC_SYS}")
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@@ -937,21 +937,13 @@ static void view3d_main_region_listener(bScreen *sc, ScrArea *sa, ARegion *ar, w
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switch (wmn->data) {
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case ND_SHADING:
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case ND_NODES:
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{
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#ifdef WITH_LEGACY_DEPSGRAPH
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Object *ob = OBACT;
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if ((v3d->drawtype == OB_MATERIAL) ||
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(ob && (ob->mode == OB_MODE_TEXTURE_PAINT)) ||
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(v3d->drawtype == OB_TEXTURE &&
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(scene->gm.matmode == GAME_MAT_GLSL ||
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BKE_scene_use_new_shading_nodes(scene))) ||
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!DEG_depsgraph_use_legacy())
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#endif
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{
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ED_region_tag_redraw(ar);
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}
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/* TODO(sergey) This is a bit too much updates, but needed to
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* have proper material drivers update in the viewport.
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*
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* How to solve?
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*/
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ED_region_tag_redraw(ar);
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break;
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}
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case ND_SHADING_DRAW:
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case ND_SHADING_LINKS:
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ED_region_tag_redraw(ar);
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